From 30b7e04c96f1e05c1b657a83cc9922c4c41162be Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:47 -0500 Subject: [PATCH 01/57] New translations translation.json (French) --- The One Ring 2e/translations/fr.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/fr.json diff --git a/The One Ring 2e/translations/fr.json b/The One Ring 2e/translations/fr.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/fr.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 9bf4b5f73d3a4cb12295288109ad940b3d868cf7 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:48 -0500 Subject: [PATCH 02/57] New translations translation.json (Slovenian) --- The One Ring 2e/translations/sl.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/sl.json diff --git a/The One Ring 2e/translations/sl.json b/The One Ring 2e/translations/sl.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/sl.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From f8902d45817d7b25c7ce453b50fc3e89c4da0176 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:49 -0500 Subject: [PATCH 03/57] New translations translation.json (Korean) --- Tribes in the Dark/translations/ko.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/ko.json diff --git a/Tribes in the Dark/translations/ko.json b/Tribes in the Dark/translations/ko.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/ko.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From baafbba035e3640c53d77ac008f33685edde338a Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:50 -0500 Subject: [PATCH 04/57] New translations translation.json (Dutch) --- The One Ring 2e/translations/nl.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/nl.json diff --git a/The One Ring 2e/translations/nl.json b/The One Ring 2e/translations/nl.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/nl.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 3b7e0555d898ebb37e0232fcce1ac28367d05c3c Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:51 -0500 Subject: [PATCH 05/57] New translations translation.json (Dutch) --- Tribes in the Dark/translations/nl.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/nl.json diff --git a/Tribes in the Dark/translations/nl.json b/Tribes in the Dark/translations/nl.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/nl.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 8b2f3963b82471f88c5bba5b735874540533986f Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:52 -0500 Subject: [PATCH 06/57] New translations translation.json (Polish) --- The One Ring 2e/translations/pl.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/pl.json diff --git a/The One Ring 2e/translations/pl.json b/The One Ring 2e/translations/pl.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/pl.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 148e0732e07b931304967a006a1806e44cc725e5 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:53 -0500 Subject: [PATCH 07/57] New translations translation.json (Polish) --- Tribes in the Dark/translations/pl.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/pl.json diff --git a/Tribes in the Dark/translations/pl.json b/Tribes in the Dark/translations/pl.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/pl.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 2c35d7883c5a1658182f4eeb7b5d9921fa829fdb Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:54 -0500 Subject: [PATCH 08/57] New translations translation.json (Portuguese) --- The One Ring 2e/translations/pt.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/pt.json diff --git a/The One Ring 2e/translations/pt.json b/The One Ring 2e/translations/pt.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/pt.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 99c315aac9694537889dbb71251f4d39c2949d86 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:55 -0500 Subject: [PATCH 09/57] New translations translation.json (Portuguese) --- Tribes in the Dark/translations/pt.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/pt.json diff --git a/Tribes in the Dark/translations/pt.json b/Tribes in the Dark/translations/pt.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/pt.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From e8ac4ed9a7f232b78d4fd6753bac2a823e576412 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:57 -0500 Subject: [PATCH 10/57] New translations translation.json (Russian) --- The One Ring 2e/translations/ru.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/ru.json diff --git a/The One Ring 2e/translations/ru.json b/The One Ring 2e/translations/ru.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/ru.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From fe0392f2d9d65b247b83043664b6707c198ca579 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:58 -0500 Subject: [PATCH 11/57] New translations translation.json (Russian) --- Tribes in the Dark/translations/ru.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/ru.json diff --git a/Tribes in the Dark/translations/ru.json b/Tribes in the Dark/translations/ru.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/ru.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 4bb8abc6c7d7269aa1b790c43238fe06d30aa61a Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:59 -0500 Subject: [PATCH 12/57] New translations translation.json (Slovenian) --- Tribes in the Dark/translations/sl.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/sl.json diff --git a/Tribes in the Dark/translations/sl.json b/Tribes in the Dark/translations/sl.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/sl.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 74ec7dadd6cae671f135c99a4d65d1c5052fa50f Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:46:59 -0500 Subject: [PATCH 13/57] New translations translation.json (Japanese) --- Tribes in the Dark/translations/ja.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/ja.json diff --git a/Tribes in the Dark/translations/ja.json b/Tribes in the Dark/translations/ja.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/ja.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 7c843c8019de6cb9ce2284ab9d01d4e50cde16a9 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:01 -0500 Subject: [PATCH 14/57] New translations translation.json (Swedish) --- The One Ring 2e/translations/sv.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/sv.json diff --git a/The One Ring 2e/translations/sv.json b/The One Ring 2e/translations/sv.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/sv.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 43462d891cef4965f806e94df4ed2e3f7ef5d485 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:02 -0500 Subject: [PATCH 15/57] New translations translation.json (Swedish) --- Tribes in the Dark/translations/sv.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/sv.json diff --git a/Tribes in the Dark/translations/sv.json b/Tribes in the Dark/translations/sv.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/sv.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 030c1fc2b5518c3796091aa07118a8c0530fa243 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:03 -0500 Subject: [PATCH 16/57] New translations translation.json (Turkish) --- The One Ring 2e/translations/tr.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/tr.json diff --git a/The One Ring 2e/translations/tr.json b/The One Ring 2e/translations/tr.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/tr.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From a2148e0653e510afe8198f44ae6be21c3e24fbef Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:04 -0500 Subject: [PATCH 17/57] New translations translation.json (Turkish) --- Tribes in the Dark/translations/tr.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/tr.json diff --git a/Tribes in the Dark/translations/tr.json b/Tribes in the Dark/translations/tr.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/tr.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From d0c2119defbd73507f3942f982a0961e9b4c8325 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:05 -0500 Subject: [PATCH 18/57] New translations translation.json (Ukrainian) --- The One Ring 2e/translations/uk.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/uk.json diff --git a/The One Ring 2e/translations/uk.json b/The One Ring 2e/translations/uk.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/uk.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 22582c08b549e0acf5f9b05e22ad574b12404815 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:06 -0500 Subject: [PATCH 19/57] New translations translation.json (Ukrainian) --- Tribes in the Dark/translations/uk.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/uk.json diff --git a/Tribes in the Dark/translations/uk.json b/Tribes in the Dark/translations/uk.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/uk.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 2301bfab179e9e97aec713c845381b0d2a977cfc Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:07 -0500 Subject: [PATCH 20/57] New translations translation.json (Chinese Traditional) --- The One Ring 2e/translations/zh.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/zh.json diff --git a/The One Ring 2e/translations/zh.json b/The One Ring 2e/translations/zh.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/zh.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From b477dcb848933800a8063d5775d16c1784ed60cf Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:08 -0500 Subject: [PATCH 21/57] New translations translation.json (Chinese Traditional) --- Tribes in the Dark/translations/zh.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/zh.json diff --git a/Tribes in the Dark/translations/zh.json b/Tribes in the Dark/translations/zh.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/zh.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From facb1400a3f28bc3c0edcdaf0f311d6412cf8296 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:09 -0500 Subject: [PATCH 22/57] New translations translation.json (English) --- The One Ring 2e/translations/en.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/en.json diff --git a/The One Ring 2e/translations/en.json b/The One Ring 2e/translations/en.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/en.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 88fdfa38f1a2d0c10bfa020c704d3b4df6fb320a Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:11 -0500 Subject: [PATCH 23/57] New translations translation.json (Korean) --- The One Ring 2e/translations/ko.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/ko.json diff --git a/The One Ring 2e/translations/ko.json b/The One Ring 2e/translations/ko.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/ko.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From c4b086e76ac3a4306ec98b25a819ac1dc764df79 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:12 -0500 Subject: [PATCH 24/57] New translations translation.json (Japanese) --- The One Ring 2e/translations/ja.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/ja.json diff --git a/The One Ring 2e/translations/ja.json b/The One Ring 2e/translations/ja.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/ja.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 5bc033d5a0cf43f6f0297593661a74716347d21d Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:13 -0500 Subject: [PATCH 25/57] New translations translation.json (French) --- Tribes in the Dark/translations/fr.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/fr.json diff --git a/Tribes in the Dark/translations/fr.json b/Tribes in the Dark/translations/fr.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/fr.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From ada47da4e6c6c987fef325fade3be9a4ce447689 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:14 -0500 Subject: [PATCH 26/57] New translations translation.json (Danish) --- Tribes in the Dark/translations/da.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/da.json diff --git a/Tribes in the Dark/translations/da.json b/Tribes in the Dark/translations/da.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/da.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 4262e9b7da7f210a9fa7f799eac238b0b5295001 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:15 -0500 Subject: [PATCH 27/57] New translations translation.json (Spanish) --- The One Ring 2e/translations/es.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/es.json diff --git a/The One Ring 2e/translations/es.json b/The One Ring 2e/translations/es.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/es.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 2cc5f3c14c7b7f44b1a8ed1f993cd106e13e2b8e Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:17 -0500 Subject: [PATCH 28/57] New translations translation.json (Spanish) --- Tribes in the Dark/translations/es.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/es.json diff --git a/Tribes in the Dark/translations/es.json b/Tribes in the Dark/translations/es.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/es.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 0890094c239c3650497dd370206338a0c1c64b5c Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:18 -0500 Subject: [PATCH 29/57] New translations translation.json (Afrikaans) --- The One Ring 2e/translations/af.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/af.json diff --git a/The One Ring 2e/translations/af.json b/The One Ring 2e/translations/af.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/af.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 3f637c90cfe28e1fdaf53d427869135945054eb9 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:19 -0500 Subject: [PATCH 30/57] New translations translation.json (Afrikaans) --- Tribes in the Dark/translations/af.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/af.json diff --git a/Tribes in the Dark/translations/af.json b/Tribes in the Dark/translations/af.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/af.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 6ad14977d1ce1c92f0506c976bbcb64c869ddd3a Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:20 -0500 Subject: [PATCH 31/57] New translations translation.json (Catalan) --- The One Ring 2e/translations/ca.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/ca.json diff --git a/The One Ring 2e/translations/ca.json b/The One Ring 2e/translations/ca.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/ca.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From d0a4b3bd80958df21e7b102b9cc48ee2702383df Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:21 -0500 Subject: [PATCH 32/57] New translations translation.json (Catalan) --- Tribes in the Dark/translations/ca.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/ca.json diff --git a/Tribes in the Dark/translations/ca.json b/Tribes in the Dark/translations/ca.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/ca.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From ad7cf3446e1734ba983faee85b4f5ee3a76975f1 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:22 -0500 Subject: [PATCH 33/57] New translations translation.json (Czech) --- The One Ring 2e/translations/cs.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/cs.json diff --git a/The One Ring 2e/translations/cs.json b/The One Ring 2e/translations/cs.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/cs.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From d6f0fcdb7378cbd561167e87154f50cb816f17c4 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:23 -0500 Subject: [PATCH 34/57] New translations translation.json (Czech) --- Tribes in the Dark/translations/cs.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/cs.json diff --git a/Tribes in the Dark/translations/cs.json b/Tribes in the Dark/translations/cs.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/cs.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 751db517a669997e8419f2833e9dce7d380b5ab9 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:24 -0500 Subject: [PATCH 35/57] New translations translation.json (Danish) --- The One Ring 2e/translations/da.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/da.json diff --git a/The One Ring 2e/translations/da.json b/The One Ring 2e/translations/da.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/da.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 945c3d31b20c064da7f4495195d00ce55e706c62 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:25 -0500 Subject: [PATCH 36/57] New translations translation.json (German) --- The One Ring 2e/translations/de.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/de.json diff --git a/The One Ring 2e/translations/de.json b/The One Ring 2e/translations/de.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/de.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 1500b9ea45503b790dcb70dccb19f2a0e3d96da1 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:26 -0500 Subject: [PATCH 37/57] New translations translation.json (Italian) --- Tribes in the Dark/translations/it.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/it.json diff --git a/Tribes in the Dark/translations/it.json b/Tribes in the Dark/translations/it.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/it.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 7e9227d9139e007be36367bbe662e439f0600fb7 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:27 -0500 Subject: [PATCH 38/57] New translations translation.json (German) --- Tribes in the Dark/translations/de.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/de.json diff --git a/Tribes in the Dark/translations/de.json b/Tribes in the Dark/translations/de.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/de.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From d66a99f42ff1e2bcf459edb1746d2a56e20192c5 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:28 -0500 Subject: [PATCH 39/57] New translations translation.json (Greek) --- The One Ring 2e/translations/el.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/el.json diff --git a/The One Ring 2e/translations/el.json b/The One Ring 2e/translations/el.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/el.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From d414d3963199b120678bd8a278e33309c5fed822 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:28 -0500 Subject: [PATCH 40/57] New translations translation.json (Greek) --- Tribes in the Dark/translations/el.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/el.json diff --git a/Tribes in the Dark/translations/el.json b/Tribes in the Dark/translations/el.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/el.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From cfd51d66c12a58f9407eddf7330a823d6bedb8a9 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:30 -0500 Subject: [PATCH 41/57] New translations translation.json (Finnish) --- The One Ring 2e/translations/fi.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/fi.json diff --git a/The One Ring 2e/translations/fi.json b/The One Ring 2e/translations/fi.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/fi.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 5ec16550afb00eeab258f660f1bf42eacf888554 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:31 -0500 Subject: [PATCH 42/57] New translations translation.json (Finnish) --- Tribes in the Dark/translations/fi.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/fi.json diff --git a/Tribes in the Dark/translations/fi.json b/Tribes in the Dark/translations/fi.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/fi.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 53a216ed6ebc0d5e3615a5829392a456b017ecb6 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:31 -0500 Subject: [PATCH 43/57] New translations translation.json (Hebrew) --- The One Ring 2e/translations/he.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/he.json diff --git a/The One Ring 2e/translations/he.json b/The One Ring 2e/translations/he.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/he.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 2467dd42c93395c513b7c638b03b225e0effb9fe Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:32 -0500 Subject: [PATCH 44/57] New translations translation.json (Hebrew) --- Tribes in the Dark/translations/he.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/he.json diff --git a/Tribes in the Dark/translations/he.json b/Tribes in the Dark/translations/he.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/he.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 81791e84c54eda5f0625539617421ae4bf8687b3 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:33 -0500 Subject: [PATCH 45/57] New translations translation.json (Hungarian) --- The One Ring 2e/translations/hu.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/hu.json diff --git a/The One Ring 2e/translations/hu.json b/The One Ring 2e/translations/hu.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/hu.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From abb641b731b7d08c68ce4b7a6cc5ac3779b8d90c Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:35 -0500 Subject: [PATCH 46/57] New translations translation.json (Hungarian) --- Tribes in the Dark/translations/hu.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/hu.json diff --git a/Tribes in the Dark/translations/hu.json b/Tribes in the Dark/translations/hu.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/hu.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From 0dae1254427dc8d14e60e01003e1878a359e613f Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:36 -0500 Subject: [PATCH 47/57] New translations translation.json (Italian) --- The One Ring 2e/translations/it.json | 206 +++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 The One Ring 2e/translations/it.json diff --git a/The One Ring 2e/translations/it.json b/The One Ring 2e/translations/it.json new file mode 100644 index 0000000000..6df4cb0e02 --- /dev/null +++ b/The One Ring 2e/translations/it.json @@ -0,0 +1,206 @@ +{ + "sheet-type-Player-Character": "Player Character", + "sheet-type-LM-Character": "LM Character", + "sheet-type-Adversary": "Adversary", + "attribute-level": "Attribute Level", + "weary-state": "Weary State", + "weary-normal": "Not Weary", + "weary-weary": "Weary", + "endurance": "Endurance", + "current-endurance": "Current Endurance", + "hate": "Hate/Resolve", + "parry-and-shield": "Parry & Shield", + "armour": "Armour", + "helm": "Helm", + "armour-placeholder": "[Armour]", + "helm-placeholder": "[Helm]", + "skills": "Skills", + "personality": "Personality", + "survival": "Survival", + "movement": "Movement", + "custom": "Custom", + "perception": "Perception", + "vocation": "Vocation", + "weapon-skills": "Weapon Skills", + "weapon-name": "Name", + "weapon-rating": "Rating", + "weapon-damage": "Dmg.", + "weapon-edge": "Edge", + "weapon-injury": "Inj.", + "weapon-called-shot": "Called Shot", + "special-abilities": "Special Abilities", + "hope": "Hope", + "current-hope": "Current Hope", + "character-name": "Name", + "culture": "Culture", + "standard-of-living": "Living Std.", + "cultural-blessing": "Blessing", + "calling": "Calling", + "shadow-weakness": "Weakness", + "specialities": "Specialities", + "distinctive-features": "Dist. Features", + "attributes": "Attributes", + "body": "Body", + "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", + "favoured": "Favoured", + "heart": "Heart", + "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", + "wits": "Wits", + "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", + "valour": "Valour", + "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", + "wisdom": "Wisdom", + "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", + "common-skills": "Common Skills", + "skill-groups": "Skill Groups", + "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Enc", + "combat-values": "Combat Values", + "damage": "Damage", + "ranged": "Ranged", + "parry": "Parry", + "total-parry": "Total Parry", + "shield": "Shield", + "shield-placeholder": "[Shield]", + "head-gear": "Head Gear", + "gear": "Gear", + "description": "Description", + "encumbrance-abbreviation": "Enc", + "character-states": "Character States", + "total-fatigue": "Total Fatigue", + "encumbrance-fatigue": "Enc. Fatigue", + "travel-fatigue": "Travel Fatigue", + "total-shadow": "Total Shadow", + "temporal-shadow": "Temp. Shadow", + "permanent-shadow": "Perm. Shadow", + "miserable": "\nMiserable", + "wounded": "\nWounded", + "wound-treated": "\nWound Treated", + "rewards-and-virtues": "Rewards & Virtues", + "rewards": "Rewards", + "virtues": "Virtues", + "progress-and-keepings": "Progress & Holdings", + "fellowship-pool": "Fellowship", + "advancement-points": "Advancement Points", + "experience": "Experience", + "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", + "treasure": "Treasure", + "treasure-rating": "Treasure
Rating", + "standing": "Standing", + "background": "Background", + "notes": "Notes", + "company": "Company", + "guide": "Guide", + "scout": "Scout", + "huntsman": "Huntsman", + "look-out_man": "Look-out Man", + "fellowship-focus": "Fellowship Focus", + "fellowship-phase": "Fellowship Phase", + "sanctuaries": "Sanctuaries", + "patron": "Patron", + "tale-of-years": "Tale of Years", + "year": "Year", + "event-description": "Event Description", + "mount": "Mount", + "mount-name": "Name", + "mount-type": "Type", + "mount-size": "Size", + "mount-riding-mod": "Riding Mod.", + "mount-charge-bonus": "Charge Bonus", + "mount-arm-red": "Arm. Red.", + "mount-qualities": "Qualities", + "rolls-for": "rolls for", + "against-tn": "against TN", + "protection": "Protection", + "injury": "Injury", + "target-number": "Target Number", + "attacks-with": "attacks with", + "attacks-with-a": "attacks with a", + "charges-with": "charges with", + "an-attack": "to attack", + "might": "Might", + "combat-proficiency": "Combat Proficiency", + "fell-ability": "Fell Ability", + "special-damage": "Special Damage", + "general": "General", + "flaws": "Flaws", + "adventure-points": "Advancement
Points", + "skill-points": "Skill Points", + "adventure-points-total": "Advancement
Total", + "skill-points-total": "Skill Total", + "treasure-load-title": "Treasure Load (carried)", + "rating": "Rating", + "tn-strength": "TN", + "tn-heart": "TN", + "tn-wits": "TN", + "strength": "Strength", + "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", + "endurance-max": "End. (max.)", + "hope-max": "Hope (max.)", + "load": "Load", + "fatigue": "Fatigue", + "shadow": "Shadow", + "scars": "Scars", + "age": "Age", + "scan": "Scan", + "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-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", + "swords": "Swords", + "bows": "Bows", + "spears": "Spears", + "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", + "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", + "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", + "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", + "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", + "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", + "other-placeholder": "Other", + "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", + "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", + "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." +} \ No newline at end of file From 7c24b30f1ff767f911733cab8d034c200bfaa7a2 Mon Sep 17 00:00:00 2001 From: wing-it Date: Tue, 18 Jan 2022 15:47:37 -0500 Subject: [PATCH 48/57] New translations translation.json (English) --- Tribes in the Dark/translations/en.json | 864 ++++++++++++++++++++++++ 1 file changed, 864 insertions(+) create mode 100644 Tribes in the Dark/translations/en.json diff --git a/Tribes in the Dark/translations/en.json b/Tribes in the Dark/translations/en.json new file mode 100644 index 0000000000..6e5f45f805 --- /dev/null +++ b/Tribes in the Dark/translations/en.json @@ -0,0 +1,864 @@ +{ + "+heavy": "+Heavy", + "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", + "+shield_heavy": "+Heavy", + "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "a_consequence": "a consequence", + "ability_description": "Ability description", + "ability_name": "Ability Name", + "add_abilities": "Add abilities", + "add_contacts": "Add contacts", + "add_friends": "Add friends", + "add_items": "Add items", + "add_type": "Add Type: 2", + "add_upgrades": "Add upgrades", + "adepts": "Adepts", + "adrift": "Adrift", + "advocate": "Advocate", + "agnite": "Agnite", + "alchemicals": "Alchemicals", + "an_upgrade": "An upgrade", + "anarchic": "Anarchic", + "aptitude": "Aptitude", + "aptitude_info": "Community-Building - Discovery - Dissent - Pandemonium - Prophecy - Protest - Revolution - Survival", + "armor": "Armor", + "armor_description": "Leather tunic (or similar materials/coverage) with some additional reinforcement, pants with leg guards, boots and gloves, and possibly light headgear.", + "armor_load": "Armor", + "armor_quality": "Armor", + "armor_uses": "Armor uses", + "artistic_description": "Paintbrushes, paint, oils, charcoal, canvas or skins; henna, ink, needles (for tattooing or piercing); a musical instrument.", + "artistic_tools": "Artistic tools", + "assist_a_teammate": "Assist a teammate", + "autofill_reminder_crew": "To generate crew abilities, upgrades, contacts, and claims, enter the name of the crew type above:", + "autofill_reminder_playbook": "To generate playbook abilities, items, and friends, enter the name of the playbook above:", + "background": "Background", + "background_description": "Choose one of the above", + "bandoliers": "Bandoliers", + "barter": "Barter", + "basic_gear": "Basic gear", + "basic_gear_load": "Basic Gear", + "basic_gear_quality": "Basic Gear", + "bold": "bold", + "bonus_die": "Bonus Die", + "bonusdice": "Bonus dice", + "boons": "Boons", + "bow": "Bow/Crossbow", + "bow_description": "A simple straight bow or primitive crossbow, accurate to about 75 yards.", + "broken": "Broken", + "cause": "Cause", + "cause_info": "Absolution — Acceptance — Influence — Popularity — Power", + "cautious": "Cautious", + "cautious_detail": "Preparation", + "cell": "Cell", + "character_mode": "Character Mode", + "charismatic": "Charismatic", + "charismatic_detail": "Rally", + "chat_image": "Image to show alongside chat rolls", + "clock_name": "Clock Name", + "clocks": "Clocks", + "clocks_only": "Show clocks only", + "cohort": "Cadre", + "cohort_quality": "Cadre Quality", + "cohorts": "Cadres", + "cold": "Cold", + "colon": ":", + "community": "Community", + "community_tier": "Community Tier", + "compass_maps": "Compass & maps", + "compass_maps_description": "Maps of Vimary and the nearby Outlands. Joanite patrol and Dahlian trade routes, locations of Keeper and Outlander outposts. Maps of your local area with your own notes.", + "connected": "Connected", + "consequence": "Consequence", + "consort": "Consort", + "consort_description": "Consort with connections to gain access to resources, information, people, or places.", + "contact": "Contact", + "contact_name": "Contact name", + "contacts": "Contacts", + "controlled": "Controlled", + "counselor": "Counselor", + "craft": "craft", + "craft_description": "Craft to create, modify, disable, or repair", + "crafting_tools": "Crafting tools", + "crafting_tools_description": "Hammer, pliers, saw, drill, files, and other tools needed to be able to craft or repair items.", + "crew": "Cell Name", + "crew_ability_agitators": "Agitators", + "crew_ability_agitators_description": "Each PC gains a second diversion: Propaganda. When you indulge this diversion and spend time demonstrating or rallying, you don't overindulge if you clear excess stress.", + "crew_ability_backer": "Backer", + "crew_ability_backer_description": "You gain +1 barter with a faction.", + "crew_ability_competent": "Competent", + "crew_ability_competent_description": "Each player chooses an action to gain +1d (up to a max rating of 3).", + "crew_ability_comrades": "Comrades", + "crew_ability_comrades_description": "Your cadres get +1d for setup and group actions when you lead them.", + "crew_ability_connected": "Connected", + "crew_ability_connected_description": "Gain +1 favor during downtime and +1d to gather information on other factions.", + "crew_ability_daydream_believers": "Daydream Believers", + "crew_ability_daydream_believers_description": "Your Cell gains +1d when you dream to gather information. Gain +1d on the engagement roll when using a cautious or elaborate approach.", + "crew_ability_focused": "Focused", + "crew_ability_focused_description": "+1d on actions to tick the goal clock on a 8 segment or larger longterm project clock.", + "crew_ability_initiative": "Initiative", + "crew_ability_initiative_description": "During downtime, one of your experts may perform one of the following downtime activities: acquire an asset—obtain supplies—reduce notoriety— perform a ritual—perform a side quest—long-term project.", + "crew_ability_instigators": "Instigators", + "crew_ability_instigators_description": "If you leave a calling card or highly visible symbol of your cause on a quest, lose 1 favor with a faction. +1d to diversion rolls during the next downtime, and your Cell cannot overindulge.", + "crew_ability_just_cause": "Just Cause", + "crew_ability_just_cause_description": "Mark 1 Cell XP when your cell does the right thing no matter the consequences.", + "crew_ability_populists": "Populists", + "crew_ability_populists_description": "When your Cell performs actions that align with a Tier 3 or higher faction's goals, you advance their goal clock twice as many ticks.", + "crew_ability_resilient": "Resilient", + "crew_ability_resilient_description": "Choose an attribute for each member to take +1d to resistance rolls.", + "crew_ability_scratch_my_back": "Scratch my Back", + "crew_ability_scratch_my_back_description": "Choose a faction. Whenever you advance their goal, gain +1 favor.", + "crew_ability_servants_of_the_goddess": "Servants of the Goddess", + "crew_ability_servants_of_the_goddess_description": "Each member has an extra contact from either their playbook or Cell contact list.", + "crew_ability_sympathizers": "Sympathizers", + "crew_ability_sympathizers_description": "When you deal with faction, the GM will tell you who among them believes in your cause (one, a few, many, or all).", + "crew_ability_veteran": "Veteran", + "crew_ability_veteran_description": "Choose a special ability from another crew (can be taken more than once).", + "crew_advancement": "Cell Advancement", + "crew_cell_contact_0": "Barber, Fallen inn keep", + "crew_cell_contact_1": "Alexis of Blade, Jacker explorer", + "crew_cell_contact_2": "Den-Hades, tormented Guide", + "crew_cell_contact_3": "Hal Ninva, Lightbringer politician", + "crew_cell_contact_4": "Jonhur the Chosen, Doomsayer prophet", + "crew_cell_contact_5": "Kymber Reva, Lightbringer leader", + "crew_cell_contact_6": "Kyrt the Free, Herite leader", + "crew_cell_contact_7": "Mek the Jacker, Jacker leader", + "crew_cell_contact_8": "Troy Fenys, radical Herite", + "crew_cell_contact_9": "Veruka the Wraith, Yagan leader", + "crew_cell_description": "A Fallen Cell", + "crew_cell_xp_condition": "Do a thing", + "crew_description": "A short crew description", + "crew_mode": "Cell Mode", + "crew_tier": "Crew Tier", + "crew_upgrades": "Focuses", + "crime": "Crime", + "crime_info": "Disgrace — Dissenter — Heretic — Miscreant — Traitor", + "dahlian": "Dahlian", + "death": "Death", + "debater": "Debater", + "description": "Description", + "desperate": "Desperate", + "devils_bargain": "Devil's Bargain", + "diversion": "Diversion", + "divination": "Divination", + "documents": "Documents", + "documents_description": "Treatises on Tribals. Keepers, Outlanders, Z’bri, the River of Dream. Charcoal and blank pages.", + "doomsayer": "Doomsayer", + "doomsayer_traits": "Doomsayer traits", + "dramatic": "Dramatic", + "dramatic_detail": "Attention", + "dream": "dream", + "dream_description": "Dream to interact with the River of Dream; perceive and communicate with spirits; read omens and visions.", + "dreamer": "Dreamer", + "driven": "Driven", + "edges": "Edges", + "effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}", + "elaborate": "Elaborate", + "elaborate_detail": "Fail safe", + "elite": "Elite", + "eminence": "Eminence", + "eminence_dice": "Eminence dice", + "eminence_die": "Eminence die", + "eminence_or": " - or - ", + "enchantment": "Enchantment", + "engagement": "Engagement", + "entanglement": "Entanglement", + "evan": "Evan", + "expert": "Expert", + "exploration_tools": "Exploration gear", + "exploration_tools_description": "Heavy rope, pitons, heavy mallet, pry bar, torches, a fire axe or machete.", + "faction_agnites": "Agnites", + "faction_agnites_boon_1": "+1 barter", + "faction_dahlians": "Dahlians", + "faction_dahlians_boon_1": "+1 barter", + "faction_doomsayers": "Doomsayers", + "faction_doomsayers_boon_1": "+1 barter", + "faction_doomsayers_boon_10": "+4 Barter", + "faction_doomsayers_boon_11": "1 additional Synthesis use", + "faction_doomsayers_boon_12": "Create a new ritual", + "faction_doomsayers_boon_2": "All Doomsayer PCs check an additional Outlook trait", + "faction_doomsayers_boon_3": "+1d engagement on quests involving Joshua's prophecy", + "faction_doomsayers_boon_4": "+2 Barter", + "faction_doomsayers_boon_5": "+1 Influence in Hom", + "faction_doomsayers_boon_6": "Gain a ritual under Vision Focus", + "faction_doomsayers_boon_7": "+3 Barter", + "faction_doomsayers_boon_8": "Gain a new Explorer cadre", + "faction_doomsayers_boon_9": "All Doomsayer PCs can change an Eminence to Mystery or Shadow, and gain a level in Awakened Dreamer", + "faction_evans": "Evans", + "faction_evans_boon_1": "+1 barter", + "faction_flemis": "Flemis", + "faction_flemis_boon_1": "+1 barter", + "faction_herites": "Herites", + "faction_herites_boon_1": "+1 barter", + "faction_herites_boon_10": "+4 Barter", + "faction_herites_boon_11": "+1 status with Outlanders and Keepers", + "faction_herites_boon_12": "Gain a new Infiltrator cadre", + "faction_herites_boon_2": "All Herite PCs check an additional Outlook trait", + "faction_herites_boon_3": "+1d engagement on quests against the Tribes.", + "faction_herites_boon_4": "+2 Barter", + "faction_herites_boon_5": "Infiltrator cadres are +1 tier", + "faction_herites_boon_6": "+1 Lurk on Tribal lands", + "faction_herites_boon_7": "+3 Barter", + "faction_herites_boon_8": "Gain an additional Sanctuary upgrade", + "faction_herites_boon_9": "All Herite PCs can change an Eminence to Freedom or Recognition, and gain a level in Awakened Dreamer", + "faction_hunters": "Hunters", + "faction_hunters_boon_1": "+1 barter", + "faction_jackers": "Jackers", + "faction_jackers_boon_1": "+1 barter", + "faction_jackers_boon_10": "+4 barter", + "faction_jackers_boon_11": "Gain a new Raider cadre", + "faction_jackers_boon_12": "Gain +1 status with Hunters", + "faction_jackers_boon_2": "All Jacker PCs check an additional Outlook trait", + "faction_jackers_boon_3": "+1d engagement against Z'bri", + "faction_jackers_boon_4": "+2 barter", + "faction_jackers_boon_5": "+1d to resist Z'bri atmosphere", + "faction_jackers_boon_6": "Gain +1 Cell tier against Z'bri when a Jacker is present", + "faction_jackers_boon_7": "All Jacker PCs can change an Eminence to Bravery or Vengeance, and gain a level in Awakened Dreamer", + "faction_jackers_boon_8": "+3 barter", + "faction_jackers_boon_9": "Gain a Quality or Load upgrade for weapons", + "faction_joanites": "Joanites", + "faction_joanites_boon_1": "+1 barter", + "faction_johan": "Jo'han", + "faction_johan_boon_1": "+1 barter", + "faction_keepers": "Keepers", + "faction_keepers_boon_1": "+1 barter", + "faction_koleris": "Koleris", + "faction_koleris_boon_1": "+1 barter", + "faction_lightbringers": "Lightbringers", + "faction_lightbringers_boon_1": "+1 barter", + "faction_lightbringers_boon_10": "+4 barter", + "faction_lightbringers_boon_11": "Gain a new Adept cadre", + "faction_lightbringers_boon_12": "+1 status with all Outlook factions", + "faction_lightbringers_boon_2": "All Lightbringer PCs check an additional Outlook trait", + "faction_lightbringers_boon_3": "+1 favor after completing Outlook faction quest.", + "faction_lightbringers_boon_4": "+2 Barter", + "faction_lightbringers_boon_5": "+1 influence in Hom", + "faction_lightbringers_boon_6": "All Lightbringer PCs can change an Eminence to Conviction or Unity, and gain a level in Awakened Dreamer", + "faction_lightbringers_boon_7": "+3 barter", + "faction_lightbringers_boon_8": "Gain a new Community Focus contact", + "faction_lightbringers_boon_9": "+2 status with an Outlook faction", + "faction_magdalites": "Magdalites", + "faction_magdalites_boon_1": "+1 barter", + "faction_melanis": "Melanis", + "faction_melanis_boon_1": "+1 barter", + "faction_mode": "Faction Mode", + "faction_notes": "Faction notes", + "faction_outlanders": "Outlanders", + "faction_outlanders_boon_1": "+1 barter", + "faction_sangis": "sangis", + "faction_sangis_boon_1": "+1 barter", + "faction_terashebans": "Tera Shebans", + "faction_terashebans_boon_1": "+1 barter", + "faction_yagans": "Yagans", + "faction_yagans_boon_1": "+1 barter", + "factions_title": "Factions of Vimary", + "fallen": "Fallen", + "favor": "Favor", + "fight": "fight", + "fight_description": "Fight to engage in close combat with a hostile opponent.", + "fill_fields": "Fill in sheet fields automatically upon entering or changing playbook or crew type", + "finesse": "Finesse", + "finesse_description": "Finesse an item from someone's pocket; climb, swim, run, jump, and tumble; handle a vehicle or mount.", + "first_eminence": "First", + "fixer": "Fixer", + "flaws": "Flaws", + "flexible_width": "Flexible character sheet width (adapts to container)", + "force": "force", + "force_description": "force a place, item, or obstacle with savage force or carefully applied sabotage; breach defenses with force; create distractions and chaos.", + "fortune": "Fortune", + "fortune_roll": "Fortune roll", + "free_thinker": "Free Thinker", + "friend_name": "Friend name", + "friends": "Friends", + "gang": "Cadre", + "gang_type": "Fallen", + "gather_information": "Gather Information", + "gatherinfo_how_can_I_find": "How can I find [X]?", + "gatherinfo_how_can_I_get_them": "How can I get them to [X]?", + "gatherinfo_what_are_they_really": "What are they really feeling?", + "gatherinfo_what_do_they_intend": "What do they intend to do?", + "gatherinfo_what_is_interesting": "What is interesting here?", + "gatherinfo_what_should_I_look": "What should I look out for?", + "gatherinfo_whats_going_on": "What's really going on here?", + "gatherinfo_wheres_the_weakness": "Where's the weakness here?", + "generate_factions": "Generate Factions", + "hand_weapon": "Hand weapon", + "hand_weapon_description": "A knife, blade, axe, hammer, or similar weapon. Includes most traditionally thrown weapons.", + "harm": "Harm", + "haunted": "Haunted", + "heading_armor": "Weapons & Armor", + "healer": "Healer", + "healing": "Healing", + "heat": "Heat", + "heavy": "Heavy", + "heritage": "Heritage", + "heritage_info": "Akoros — The Dagger Isles — Iruvia — Severos — Skovlan — Tycheros", + "herite": "Herite", + "herite_traits": "Herite traits", + "hold": "Hold", + "how_many_boxes": "How many boxes?", + "how_much_load": "How much load?", + "hunt": "Hunt", + "hunt_description": "Hunt a target; gather information about its location and movements; attack with precision shooting from a distance.", + "hunter": "Hunter", + "hunting_grounds": "Hunting Grounds", + "hunting_grounds_description": "Robbery", + "hunting_kit": "Hunting kit", + "hunting_kit_description": "Nets, traps, snares, fishing pole and lines.", + "hunting_pet": "Hunting Pet", + "impaired": "Impaired", + "indulge_vice": "Gratify", + "infirmary": "Infirmary", + "influence": "influence", + "influence_description": "Influence with charm, logic, intimidation, threats, or force of personality; change attitudes or behavior with manipulation or seduction", + "insight": "Insight", + "insight_description": "Resist consequences from deception or understanding.", + "intrusion_tools": "Intrusion tools", + "intrusion_tools_description": "Lockpicks, wax blocks for copying keys or small items, small files, oil for silencing hinges.", + "italics_dont_count": "(italics don't count for load)", + "item_name": "A useful item", + "items": "Items", + "jacker": "Jacker", + "jacker_traits": "Jacker traits", + "joanite": "Joanite", + "large_weapon": "Large weapon", + "large_weapon_description": "A large boar spear, pike, poleaxe, two handed axe, maul, hammer, lance, or similar two-handed weapon.", + "lead_a_group_action": "Lead a group action", + "less_effect": "Less Effect", + "level_1": "Level 1", + "level_2": "Level 2", + "level_3": "Level 3", + "level_4": "Level 4", + "light": "Light", + "lightbringer": "Lightbringer", + "lightbringer_traits": "Lightbringer traits", + "list_crews": "Cell Name", + "list_playbooks": "Agnite, Dahlian, Joanite, Magdalite, Tera Sheban Yagan", + "load": "Load", + "load:": "Load:", + "look": "Look", + "lurk": "Lurk", + "lurk_description": "Lurk about unseen and traverse obstacles. Ambush with close violence — a backstab, throat cutting, black-jack, etc.", + "magdalite": "Magdalite", + "maker": "Maker", + "manipulator": "Manipulator", + "mark_favor": "Mark Favor:", + "mark_xp:": "Mark XP:", + "mastery": "Mastery", + "mentor": "Mentor", + "minus1d": "-1D", + "motivator": "Motivator", + "name": "Name and Pronouns", + "nature": "Nature", + "need_help": "Need Help", + "new_cohort": "New Cohort: 2", + "normal": "Normal", + "notes": "Notes", + "number_outlook_traits": "Choose 2", + "number_stress_boxes": "Number of stress boxes", + "numberofdice": "Number of dice", + "obsessed": "Obsessed", + "ok": "OK", + "old_arts": "Old Arts", + "others": "Others", + "outlook": "outlook", + "outlook_doomsayer_eminence": "Mystery - Shadow", + "outlook_herite_eminence": "Freedom - Recognition", + "outlook_info": "Doomsayer - Herite - Jacker - Lightbringer", + "outlook_jacker_eminence": "Bravery - Vengeance", + "outlook_lightbringer_eminence": "Conviction - Unity", + "outlook_trait_anarchic": "Anarchic", + "outlook_trait_anarchic_description": "Gain potency when acting in direct opposition to authority.", + "outlook_trait_connected": "Connected", + "outlook_trait_connected_description": "+1 influence (3 max).", + "outlook_trait_debater": "Debater", + "outlook_trait_debater_description": "+1d Resolve resist.", + "outlook_trait_dreamer": "Dreamer", + "outlook_trait_dreamer_description": "+1 Dream (3 max).", + "outlook_trait_driven": "Driven", + "outlook_trait_driven_description": "+1d resolve resist.", + "outlook_trait_free_thinker": "Free Thinker", + "outlook_trait_free_thinker_description": "Gain a new XP trigger - When you do something to assert your or someone else's freedom regardless of consequences, mark an XP.", + "outlook_trait_manipulator": "Manipulator", + "outlook_trait_manipulator_description": "Gain a new XP trigger - When you steer events toward your goal without others realizing, mark an XP.", + "outlook_trait_motivator": "Motivator", + "outlook_trait_motivator_description": "Potency when leading a group action.", + "outlook_trait_political": "Political", + "outlook_trait_political_description": "+1 insight resist", + "outlook_trait_protective": "Protective", + "outlook_trait_protective_description": "Gain a new XP trigger - When you act to protect someone or something you believe in, mark an XP.", + "outlook_trait_searcher": "Searcher", + "outlook_trait_searcher_description": "Potency when Studying to uncover hidden knowledge.", + "outlook_trait_skeptic": "Skeptic", + "outlook_trait_skeptic_description": " Gain a new XP trigger - When you take a devil's bargain representing your doubts about the outcome, mark 1 XP.", + "outlook_trait_subversive": "Subversive", + "outlook_trait_subversive_description": "+1 lurk (3 max).", + "outlook_trait_suspicious": "Suspicious", + "outlook_trait_suspicious_description": "+1 survey (3 max).", + "outlook_trait_vengeful": "Vengeful", + "outlook_trait_vengeful_description": "Potency when you take harm.", + "outlook_trait_warrior": "Warrior", + "outlook_trait_warrior_description": "+1 fight (3 max).", + "outlook_traits": "Outlook Traits", + "outlooks": "Outlooks", + "paranoid": "Paranoid", + "patron_spirit": "Patron Spirit", + "personal": "Playbook", + "pilot": "Pilot", + "planning_load": "Approach & Load", + "planningdesc": "Choose an approach, provide the detail. Choose your load limit for the operation.", + "playbook": "playbook", + "playbook_ability_advocate": "Advocate", + "playbook_ability_advocate_description": "If you roll a 6 on a gather information roll, add a tick to any long erm project clock involving an investigation. Add 2 if you roll 6+. Lorekeeper. You can read and write Tribal, Keepspeak, and Fanzay (the language of most Outlanders). Gain +1d when gathering info through Study or resisting with Insight.", + "playbook_ability_archer": "Archer", + "playbook_ability_archer_description": "Push yourself to do one of the following: make your shot count — make a shot at extreme range — make a \"trick\" shot.", + "playbook_ability_awakened_dreamer": "Awakened Dreamer", + "playbook_ability_awakened_dreamer_description": "Gain one Eminence use. Can be taken multiple times (max 3)", + "playbook_ability_bastion": "Bastion", + "playbook_ability_bastion_description": "You can expend your special armor to resist a consequence to a teammate you are protecting.", + "playbook_ability_behind_the_veil": "Behind the Veil", + "playbook_ability_behind_the_veil_description": "Behind the Veil. Gain +1d to Consort or Influence when you open up to someone. Resistance rolls are at -1d on consequences resulting from that action.", + "playbook_ability_black_marketeer": "Black Marketeer", + "playbook_ability_black_marketeer_description": "When acquiring extra resources or a specific asset during downtime, you get an extra +1d to the downtime action roll.", + "playbook_ability_bounces_back": "Bounces Back", + "playbook_ability_bounces_back_description": "You mark one extra box when recuperating.", + "playbook_ability_comfort": "Comfort", + "playbook_ability_comfort_description": "Once per quest, take a Consort action to allow a Cell mate to ignore the effects of a harm penalty (does not recover the harm).", + "playbook_ability_dance_of_masks": "Dance of Masks", + "playbook_ability_dance_of_masks_description": "Push yourself to: perform a near impossible feat of acrobatics or gymnastics — weave and sway so that your opponents attack one another.", + "playbook_ability_diplomat": "Diplomat", + "playbook_ability_diplomat_description": "Diplomat. When you witness the swearing of an oath, all parties are marked and bound by it. If anyone breaks the oath (including yourself), they take the level 3 harm “Cursed”.", + "playbook_ability_dream_warrior": "Dream Warrior", + "playbook_ability_dream_warrior_description": "You are able to infuse your hands, melee weapons or tools with Synthesis. You gain potency in combat vs. spirits. You may grapple with spirits to restrain and capture them.", + "playbook_ability_ecstatic": "Ecstatic", + "playbook_ability_ecstatic_description": "Ecstatic. +1 result level when you Craft a drug or elixir. Choose one drug you can Craft and one you are immune to. Always equip drug satchel for 0 load.", + "playbook_ability_enchanting": "Enchanting", + "playbook_ability_enchanting_description": "Enchanting. Make someone oblivious to what is going on around them when you Consort with them. Push yourself when making someone feel at ease with you.", + "playbook_ability_fleshcrafter": "Fleshcrafter", + "playbook_ability_fleshcrafter_description": "Use Finesse to mend wounds on another character and mark a recovery tick (even during a quest). You may study corpses to gather information.", + "playbook_ability_grace": "Grace", + "playbook_ability_grace_description": "Grace. Expend your special armor to: resist a consequence from embarrassment or humiliation—push yourself to maintain composure.", + "playbook_ability_guile": "Guile", + "playbook_ability_guile_description": "Mark special armor to resist a complication from being deceived, or push yourself when deceiving someone.", + "playbook_ability_hard_to_kill": "Hard to Kill", + "playbook_ability_hard_to_kill_description": "Penalties from harm are reduced one level. Level 4 harm is still fatal.", + "playbook_ability_im_rubber": "I'm Rubber", + "playbook_ability_im_rubber_description": "Expend your special armor to resist a social consequence, or to push yourself when deflecting blame onto someone else.", + "playbook_ability_jack_of_all_trades": "Jack of All Trades", + "playbook_ability_jack_of_all_trades_description": "Take 2 stress to roll your best action while you are performing a different action. Say how you adapt the action to this use.", + "playbook_ability_master_bonecrafter": "Master Bonecrafter", + "playbook_ability_master_bonecrafter_description": "Take +1 result level when you Craft or invent a bone item. You know how to craft one item. Equip one bone item for no load.", + "playbook_ability_mastermind": "Mastermind", + "playbook_ability_mastermind_description": "Expend your special armor to protect a teammate, or to push yourself when you gather information or work on a long-term project.", + "playbook_ability_me_first": "Me First!", + "playbook_ability_me_first_description": "You always move first. +1d to resist attacks with prowess.", + "playbook_ability_meticulous": "Meticulous", + "playbook_ability_meticulous_description": "You gain an extra downtime activity. If a Cell mate is with you for this activity, they receive it as a bonus too. ", + "playbook_ability_midnight_oil": "Midnight Oil", + "playbook_ability_midnight_oil_description": "You—and only you—can push yourself to take +1d to the engagement roll for a quest.", + "playbook_ability_mother_bear": "Mother Bear", + "playbook_ability_mother_bear_description": "When you protect an ally, resist with +1d. When you assist someone, their pushes cost only 1 stress.", + "playbook_ability_mystic": "Mystic", + "playbook_ability_mystic_description": "When you gather info using Dream take +1d. You can push yourself to enter a dream trance even under chaotic/noisy circumstances", + "playbook_ability_natures_bounty": "Nature's Bounty", + "playbook_ability_natures_bounty_description": "You know how to find food and water, and avoid poisonous plants or animals—even in the Rust Wastes or Hl'kar. Gain +1 stress box.", + "playbook_ability_playtime": "Playtime", + "playbook_ability_playtime_description": "Once per quest when your Cell isn't in danger, you can lighten the mood and clear 1 stress for everyone present.", + "playbook_ability_prescience": "Prescience", + "playbook_ability_prescience_description": "You can assist a Cell mate without paying stress two times per quest.", + "playbook_ability_robust": "Robust", + "playbook_ability_robust_description": "You recover from harm faster. Mark an extra box when taking a recovery downtime action.", + "playbook_ability_scrounger": "Scrounger", + "playbook_ability_scrounger_description": "Once per quest, spend 2 stress to replenish 1 resource.", + "playbook_ability_second_sight": "Second Sight", + "playbook_ability_second_sight_description": "You are always aware of spirits in your presence. Take +1d when you gather information about the spirit world.", + "playbook_ability_shepherd": "Shepherd", + "playbook_ability_shepherd_description": "When you lead a group Dream, Hunt, or Lurk action, take half the stress you normally would, rounded down.", + "playbook_ability_show_off": "Show Off", + "playbook_ability_show_off_description": "+1d on a desperate action. Resistance rolls for that action are at -1d.", + "playbook_ability_sneaky": "Sneaky", + "playbook_ability_sneaky_description": "+1 effect when gathering information without being noticed. +1d to rolls to avoid being found when you prepare a place to hide in advance.", + "playbook_ability_spiritualist": "Spiritualist", + "playbook_ability_spiritualist_description": "Expend your special armor to resist a supernatural consequence, or to push yourself when you deal with supernatural forces.", + "playbook_ability_surge_of_strength": "Surge of Strength", + "playbook_ability_surge_of_strength_description": "Push yourself to do one of the following: perform a feat of superhuman physical force — fight a small group on equal footing.", + "playbook_ability_sybarite": "Sybarite", + "playbook_ability_sybarite_description": "Sybarite. When you indulge in your diversion, you can move the die result 1 or 2 in either direction. Anybody who indulges with you gains the benefit as well.", + "playbook_ability_synthesis": "Synthesis", + "playbook_ability_synthesis_description": "Use dream magic of a magnitude lower than Resolve + Vision. Mark an Eminence use, take stress for each point of magnitude greater than Resolve, and roll dice equal to Synthesis rating. Synthesis can be taken multiple times (max 4).", + "playbook_ability_takes_one_to_know_one": "Takes One To Know One", + "playbook_ability_takes_one_to_know_one_description": "You can always tell when you're being lied to.", + "playbook_ability_torchbearer": "Torchbearer", + "playbook_ability_torchbearer_description": "When you lead a group Fight, Force, or Hunt action, you take half the stress you normally would (rounded down).", + "playbook_ability_trailblazer": "Trailblazer", + "playbook_ability_trailblazer_description": "When you gather info on a location you've never visited before, you get +1 effect. If you encounter traps or other dead falls, you get +1d to resist.", + "playbook_ability_tricksters_heart": "Trickster's Heart", + "playbook_ability_tricksters_heart_description": "+1d to Trick when in disguise. You gain initiative from surprise if you act while disguised.", + "playbook_ability_unafraid": "Unafraid", + "playbook_ability_unafraid_description": "You're immune to the terror that some supernatural entities inflict. Take +1d to resistance rolls with Resolve.", + "playbook_ability_virtuous": "Virtuous", + "playbook_ability_virtuous_description": "You and all of your allies within line of sight gain +1d resist to fear and corruption (including Z'bri atmosphere).", + "playbook_ability_whisper_network": "Whisper Network", + "playbook_ability_whisper_network_description": "Whisper Network. Choose to: take +1d to Consort to gather information—take +1d on the engagement roll on a quest.", + "playbook_ability_wild_spirit": "Wild Spirit", + "playbook_ability_wild_spirit_description": "Your position or effect are never reduced due to terrain, weather, or other naturally occuring conditions. +1d to navigate through natural areas. Does not apply in the unnatural areas such as the River of Dream or Hl'kar", + "playbook_ability_worldly": "Worldly", + "playbook_ability_worldly_description": "Gain +1d when you Consort with or Influence outsiders.", + "playbook_ability_zbri_hunter": "Z'bri Hunter", + "playbook_ability_zbri_hunter_description": "Your hunting companion gains potency when hunting or tracking unnatural creatures. Choose one spirit ability: dream form — shared senses—spirit attack.", + "playbook_advancement": "Playbook Advancement", + "playbook_agnite_background": "Child - Favorite - Breeder - Barren", + "playbook_agnite_description": "A Playful Explorer", + "playbook_agnite_eminence": "Capriciousness - Inspiration", + "playbook_agnite_friend_0": "Hagbard, a friendly Keeper", + "playbook_agnite_friend_1": "Kymber Reva, a motherly Lightbringer", + "playbook_agnite_friend_2": "Kyrt the Free, a vivacious Herite", + "playbook_agnite_friend_3": "Puck, an Agnite fool", + "playbook_agnite_friend_4": "Tobias, a fun-loving Jacker", + "playbook_agnite_friends_title": "Playmates", + "playbook_agnite_xp_condition": "Address a challenge with playfulness or youthful exuberance", + "playbook_dahlian_background": "Bone Path - Godlen Whee - Red Dawn - Sail - Tinkers", + "playbook_dahlian_description": "An entertaining trickster and rogue", + "playbook_dahlian_eminence": "Illusion - Motion", + "playbook_dahlian_friend_0": "Gab, an Outlander hunter", + "playbook_dahlian_friend_1": "Jos, a Herite con man", + "playbook_dahlian_friend_2": "Petra, a Doomsayer street preacher", + "playbook_dahlian_friend_3": "Theren, a Dahlian barkeep", + "playbook_dahlian_friend_4": "Whimsy, a Dahlian fixer", + "playbook_dahlian_friends_title": "Allies", + "playbook_dahlian_xp_condition": "Address a challenge with trickery or inventiveness", + "playbook_description": "A short playbook description", + "playbook_evan_background": "Tender - Matron - Midwife - Nurse - Shaman", + "playbook_evan_description": "A hardworking farmer and caretaker", + "playbook_evan_eminence": "Empathy - Life", + "playbook_evan_friend_0": "Barber, owner of Junk's", + "playbook_evan_friend_1": "Cora Moira/on, Doomsayer", + "playbook_evan_friend_2": "Mari-Anne Melina, outcast Nurse", + "playbook_evan_friend_3": "Red Cub, nature spirit", + "playbook_evan_friend_4": "Wind-chaser, Evan shaman", + "playbook_evan_friends_title": "Friends", + "playbook_evan_xp_condition": "Address a challenge with empathy or teamwork", + "playbook_item_arts_and_crafts": "Arts and crafts supplies", + "playbook_item_arts_and_crafts_description": "Chalk, finger paints, markers, wax crayons, scissors, paper, ribbon, and other odds and ends.", + "playbook_item_backpack": "Backpack", + "playbook_item_backpack_description": "A backpack with plenty of room in it. When equipped you treat your load level as one lower (i.e., normal load becomes light).", + "playbook_item_bag_of_candy": "Bag of Candy", + "playbook_item_bag_of_candy_description": "A bag of colorful candy. Often useful for trading or lifting spirits.", + "playbook_item_bone_item": "Bone item", + "playbook_item_bone_item_description": "A bone version of another item such as a weapon, armor, bow lantern, or staff.", + "playbook_item_bone_item_uses": "+Uses", + "playbook_item_bone_item_uses_description": "Number of uses", + "playbook_item_cadre_token": "Cadre token", + "playbook_item_cadre_token_description": "A tattoo, body modification, badge on your armor, or some other indicator of your former cadre, unit, Crusades you’ve been on, or some other element of your history. What does the token look like, and what does it mean to you—or someone else who sees it?", + "playbook_item_camouflage_gear": "Camouflage gear", + "playbook_item_camouflage_gear_description": "Hides, netting, and garments made to blend into the environment. Can be used to hide your camp or your entire Cell.", + "playbook_item_concealed_weapon": "Concealed hand weapon", + "playbook_item_concealed_weapon_description": "A sword cane, telescoping baton, or hidden spring loaded weapon. Meant for self-defense, not intense combat.", + "playbook_item_disguise_kit": "Fine disguise kit", + "playbook_item_disguise_kit_description": "Makeup sticks and powders, simple prosthetics, a wig.", + "playbook_item_drug_satchel": "Drug satchel and doses", + "playbook_item_drug_satchel_description": "Made from sheerest silks, the most supple leathers, finest cloth, or even more exotic materials. They make you look good and attract attention. If you are carrying this item as a second set of clothes to change into, it counts as 2 load.", + "playbook_item_drug_satchel_doses": "+Doses", + "playbook_item_drug_satchel_doses_description": "Number of doses", + "playbook_item_evan_medallion": "Evan medallion", + "playbook_item_evan_medallion_description": "A small token that was once touched or blessed by Eva. A leaf that never withers, a small vial of water that is always pure, etc.", + "playbook_item_farming_implements": "Farming implements", + "playbook_item_farming_implements_description": "A sickle or hatchet, hand plow, trowel, rake or scythe. A bag of seeds or basket for harvesting. The tools are serviceable as weapons in a pinch, but not for prolonged fighting.", + "playbook_item_fine_armor": "Fine armor", + "playbook_item_fine_armor_description": "Leather and chain armor reinforced with relic armor pieces and custom fitted to you. When you use this item, tick your armor box on your sheet. It counts as quality against physical injury, so it can reduce harm even further.", + "playbook_item_fine_bow": "Fine bow", + "playbook_item_fine_bow_description": "A high quality bow, accurate out to 150 yards. It might be a traditional long bow, a recurve bow, or even a relic compound bow.", + "playbook_item_fine_clothes": "Fine clothes and jewelry", + "playbook_item_fine_clothes_description": "A small easily concealed hand or throwing weapon such as a hairpin, buckle, necklace that doubles as a garrote, etc. You have to get very up close and personal to use this weapon effectively, but it's very difficult to detect, even if you are searched.", + "playbook_item_fine_hand_weapon": "Fine hand weapon", + "playbook_item_fine_hand_weapon_description": "A well-crafted one-handed weapon made and balanced specifically for you. This might be a well-crafted common weapon such as a sword or dagger, or something more unusual (possibly even a relic weapon).", + "playbook_item_fine_knife": "Fine knife", + "playbook_item_fine_knife_description": "A long, wickedly sharp knife with a bone handle. Perfectly balanced for throwing or precision slicing.", + "playbook_item_fine_musical_instrument": "Fine musical instrument", + "playbook_item_fine_musical_instrument_description": "Hide or canvas satchel with spaces for pouches, vials, or other containers of drug doses and implements for administering them. Slots for three doses. When you choose a drug from the bandolier choose one from the list of drugs (or one of your custom formulas). During downtime, you automatically refill for satchel, as long as you have access to raw materials and resources.", + "playbook_item_fine_ritual_implements": "Fine ritual implements", + "playbook_item_fine_ritual_implements_description": "A fine silver bowl, quality incense, quicksilver, custom divinatory cards and dice, strong hallucinogens.", + "playbook_item_fine_robes": "Fine robes", + "playbook_item_fine_robes_description": "Heavy duty, voluminous robe with a hood and plenty of pockets to hold objects. 2 load when carried vs worn.", + "playbook_item_fine_toy": "Fine Toy", + "playbook_item_fine_toy_description": "A relic toy, in amazingly good shape. It might be useful for a distraction. Does it move, light up, or make noise?", + "playbook_item_hunting_companion": "Hunting companion", + "playbook_item_hunting_companion_description": "A trained animal that obeys your commands and works with you as a partner. Provides Cadre: Expert (Hunter).", + "playbook_item_journals": "Books/journals", + "playbook_item_journals_description": "Collections of books and documents on history and law, useful for reference and information gathering. Journals with personal notes. Includes a notebook and writing utensils. The first of these costs 0 load; each successive book or journal adds +1 load.", + "playbook_item_lantern_staff": "Lantern staff", + "playbook_item_lantern_staff_description": "A sturdy staff with a lantern affixed to one end. Can be used as a weapon in a pinch, but not for prolonged fighting.", + "playbook_item_light_exploration_gear": "Light exploration gear", + "playbook_item_light_exploration_gear_description": "Lightweight rope, pitons, small mallet, small steel pry bar, folding grapnel, and reusable light source.", + "playbook_item_loaded_dice": "Loaded dice, card tricks", + "playbook_item_loaded_dice_description": "Standard con artist tools. Good for magic tricks,swindling unwitting victims, and giving fake fortunes. Just don't let the Watch (or the Yagans) catch you.", + "playbook_item_lockpicks": "Fine lockpicks", + "playbook_item_lockpicks_description": "A set of lockpicks and tools suitable for even opening relic locks.", + "playbook_item_luxury_item": "Luxury item", + "playbook_item_luxury_item_description": "An exotic or fine item - possibly relic - sure to impress. May be drink, food, fine cloth, high quality spices or drugs. Good for trading.", + "playbook_item_medicine_satchel": "Medicine satchel", + "playbook_item_medicine_satchel_description": "Herbs, sutures, clean bandages, poultices, antiseptics, gauze, and other supplies needed for treating wounds. Three uses. Expend special armor to resist consequences from disease or wounds.", + "playbook_item_medicine_satchel_uses": "+Uses", + "playbook_item_medicine_satchel_uses_description": "Number of uses", + "playbook_item_poison_doses": "Poison satchel doses", + "playbook_item_poison_doses_description": "Number of doses", + "playbook_item_poison_satchel": "Poison satchel", + "playbook_item_poison_satchel_description": "Discrete bag with compartments for transporting poisons without being detected. Slots for three poisons.", + "playbook_item_shaping_tools": "Shaping tools", + "playbook_item_shaping_tools_description": "Hammers, tongs, chisels, bits, augers, pliers, nails, gloves. You can make simple repairs or create common items, but need a forge and anvil for major repairs or to craft weapons.", + "playbook_item_small_concealed_weapon": "Small concealed weapon", + "playbook_item_small_concealed_weapon_description": "A beautifully crafted, precisely tuned musical instrument. Possibly a relic item.", + "playbook_item_small_relic_gadget": "Small relic gadget", + "playbook_item_small_relic_gadget_description": "A small relic tool. Choose one function: pocket flashlight - multi-tool - digital recorder.", + "playbook_item_spirit_charms": "Spirit charms", + "playbook_item_spirit_charms_description": "A small collection of remains (teeth, a knuckle bone, ashes) and other items useful in drawing or warding against spirits.", + "playbook_item_trinkets": "Pouch full of trinkets", + "playbook_item_trinkets_description": "Various small items, good for simple trades. Something in there might be useful in a pinch.", + "playbook_item_worn_book": "Worn book", + "playbook_item_worn_book_description": "An old, well-read book, possibly from the World Before, with handwritten notes. Possibly given to you by a favorite mentor.", + "playbook_joanite_background": "Blade — Glass Smith — Teacher — Templar — Watch — Weaponshaper", + "playbook_joanite_description": "A devoted warrior and protector", + "playbook_joanite_eminence": "Devotion - Fury", + "playbook_joanite_friend_0": "Cinder, an excitable ex-Agnite", + "playbook_joanite_friend_1": "Evangel Black, a brave Lightbringer", + "playbook_joanite_friend_2": "Lourie, an outcast Outlander warrior", + "playbook_joanite_friend_3": "Karl Uhan'on, Hermit Blade", + "playbook_joanite_friend_4": "Mek, an honorable Jacker leader", + "playbook_joanite_friends_title": "Allies", + "playbook_joanite_xp_condition": "Address a challenge with martial ability or force", + "playbook_magdalite_background": "Concubine - Diplomat - Ecstatic - Siren", + "playbook_magdalite_description": "A seductive entertainer and diplomat", + "playbook_magdalite_eminence": "Conflict - Sensuality", + "playbook_magdalite_friend_0": "Alexis of Blade, an alluring Jacker", + "playbook_magdalite_friend_1": "Darius, a bouncer at Ile Purdue", + "playbook_magdalite_friend_2": "Deus, a beautiful Fallen poet", + "playbook_magdalite_friend_3": "Eshlazi, a mysterious Magdalite outcast", + "playbook_magdalite_friend_4": "Karva, a Magdalite tavern keeper", + "playbook_magdalite_friends_title": "Friends", + "playbook_magdalite_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_tera_sheban_background": "Advocate — High Judge — Lorekeeper — Stiltwalker", + "playbook_tera_sheban_description": "A jurist, investigator and lorekeeper", + "playbook_tera_sheban_eminence": "Truth - Wisdom", + "playbook_tera_sheban_friend_0": "Emulaan the Poet, a Fallen historian", + "playbook_tera_sheban_friend_1": "Micah Ben'on, a disillusioned Joanite", + "playbook_tera_sheban_friend_2": "Mordecai, an outcast Judge", + "playbook_tera_sheban_friend_3": "Raleigh, a Dahlian caravan handler", + "playbook_tera_sheban_friend_4": "Ulysses Ventoux, a Keeper historian", + "playbook_tera_sheban_friends_title": "Friends", + "playbook_tera_sheban_xp_condition": "Address a challenge with passion or diplomacy", + "playbook_yagan_background": "Flesher — Morded — Old One — Pellis Artisan", + "playbook_yagan_description": "A spooky spiritualist and soothsayer", + "playbook_yagan_eminence": "Death - Fate", + "playbook_yagan_friend_0": "Halos, a spiritual Guide.", + "playbook_yagan_friend_1": "Havark, an escaped Z’bri serf.", + "playbook_yagan_friend_2": "Kwa, a Raven spirit.", + "playbook_yagan_friend_3": "Madame Curie, a Keeper Ancient.", + "playbook_yagan_friend_4": "Veruka the Wraith, a Doomsayer leader.", + "playbook_yagan_friends_title": "Friends", + "playbook_yagan_xp_condition": "Address a challenge with spirituality or wisdom", + "political": "Political", + "position": "Position", + "prep": "Prep", + "professionals": "Professionals", + "progress_clock": "progress clock", + "protect_a_teammate": "Protect a teammate", + "protective": "Protective", + "prowess": "Prowess", + "prowess_description": "Resist consequences from physical strain or injury.", + "push_yourself": "Push yourself", + "push_yourself_desc": "(take 2 stress) — or — accept a", + "quality": "Quality", + "quality_abbreviated": "Q:", + "quarters": "Quarters", + "query_for_consequence": "Query for consequence name when resisting", + "ranger": "Ranger", + "rapid": "Rapid", + "rapid_detail": "Means", + "rations": "Rations", + "rations_description": "Dried or salted meat and vegetables, bread, cheese. Enough to feed you for a day.", + "reckless": "Reckless", + "recovery": "Recovery", + "recoveryblurb": "Get treatment in downtime to activate your healing project clock", + "rep": "Rep", + "reputation": "Reputation", + "reputation_info": "Destined — Private — Powerful — Prophetic — Revolutionary — Violent — Wise", + "reset?": "reset?", + "resist_instructions": "Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.", + "resistance_bonus": "Resistance bonus:", + "resists": "resists", + "resolve": "Resolve", + "resolve_description": "Resist consequences from mental strain or willpower.", + "resources": "Resources", + "risky": "Risky", + "ritual_space": "Ritual Space", + "ritual_tools": "Ritual tools", + "ritual_tools_description": "Bowl, incense, chalk or charcoal, divinatory cards, dice, bones, mild hallucinogens, trance/concentration aids.", + "ritualist": "Ritualist", + "rituals": "Rituals", + "roll": "roll", + "roll-inf": "roll", + "roll_engagement": "Roll Engagement", + "roll_for": "roll for", + "roll_fortune": "Roll Fortune", + "roll_prep": "Roll Prep", + "roll_their": "roll their", + "rolls": "rolls", + "rolls_for": "rolls for", + "rolls_their": "rolls their", + "sanctuary": "Sanctuary", + "searcher": "Searcher", + "second_eminence": "Second", + "secure": "Secure", + "seer": "Seer", + "send_details_to_chat": "Send details to chat", + "set_up_a_teammate": "Set up a teammate", + "shattered": "Shattered", + "shield": "Shield", + "shield_description": "Wood or similar relic materials with some reinforcement. Good for blocking hand weapons. Shields reduce stress taken by 1 when resisting an appropriate consequence (such as physical injury from a weapon).", + "short": "short", + "show_broadcast": "Show broadcast buttons for sending information to chat", + "show_cohort_section": "Show cohort section on character sheet", + "show_extra_trauma_box": "Show an extra trauma box", + "show_extra_xp_condition": "Show an extra xp condition", + "show_item_description": "Item/upgrade descriptions", + "show_outline": "Show outline for active input fields", + "side_quest": "Side Quest", + "skeptic": "Skeptic", + "small_medallion": "Small medallion or totem", + "small_medallion_description": "A small item blessed by a Fatima or another spirit. It weakly radiates Synthesis. Often used for trading with or impressing people.", + "soft": "Soft", + "special": "Special", + "special_abilities": "Special Abilities", + "special_ability": "Special Ability", + "spiritual": "Spiritual", + "spiritual_detail": "Power", + "spiritualist": "Spiritualist", + "stash": "Stash", + "status": "Status", + "status0": "0", + "storageupgd": "Storage", + "stress": "Stress", + "strong": "Strong", + "strong_hold": "S", + "study": "Study", + "study_description": "Study a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding; do research.", + "subtle": "Subtle", + "subtle_detail": "Diversion", + "subversive": "Subversive", + "summoning": "Summoning", + "sundering": "Sundering", + "supply": "Supply", + "survey": "Survey", + "survey_description": "Survey a location or situation to understand what's going on; sense trouble before it happens; gather information about opportunities or exploits.", + "survival_gear": "Survival gear", + "survival_gear_description": "Bedroll, lean-to or shelter, flint and tinder, water skin, small knife, trowel.", + "suspicious": "Suspicious", + "synthesis": "Synthesis", + "synthesis_instructions": "Pay stress equal to difference betwen magnitude and Resolve + Vision.", + "tactical": "Tactical", + "tactical_detail": "Advantage", + "teamwork": "Teamwork", + "tera_sheban": "Tera Sheban", + "tier": "Tier", + "tier0": "0", + "tierI": "I", + "tierII": "II", + "tierIII": "III", + "tierIV": "IV", + "tierV": "V", + "tools_kits": "Tools & Kits", + "tools_kits_load": "Tools & Kits", + "tools_kits_quality": "Tools & Kits", + "training": "Training", + "trait_name": "An Outlook trait", + "transport": "Transport", + "trauma": "Trauma", + "tribals": "Tribals", + "trick": "trick", + "trick_description": "Trick someone with deception or disguise; employ subtle misdirection or sleight of hand; create distractions and chaos.", + "tunnels": "Tunnels", + "turf": "Turf", + "unstable": "Unstable", + "unusual_weapon": "Unusual weapon", + "unusual_weapon_description": "A weapon improvised from a curiosity or tool. A whip, length of pipe or chain, baseball bat with blades or spikes, flail or mace, weighted net, boomerang, etc.", + "upgrade": "Upgrade", + "upgrade_advocate_description": "Advocates are good at promoting your cause and getting others to embrace it.", + "upgrade_contact_description": "The Cell has one additional contact, chosen from the Initial Contact list or one of the players' playbooks.", + "upgrade_costs": "Upgrade Costs", + "upgrade_counselor_description": "Counselors are good at giving advice and recommending plans of action.", + "upgrade_diversion_description": ">Members of the Cell have one of the following (chosoe when upgrade is taken): add +1d to diversion rolls - clear 1 additional stress when making diversion rolls.", + "upgrade_dreamer_description": "Dreamers are adept at interacting with the River of Dream.", + "upgrade_fixer_description": "Fixers are good at obtaining assets.", + "upgrade_healer_description": "A healer can help the Cell recover from harm, diseases, etc.", + "upgrade_infirmary_description": "Your sanctuary has space, equipment, and supplies to provide care for sick and wounded characters. Your Cell marks one extra box on recovery downtime actions. The infirmary can be used for long term projects to heal or recover from harm that the GM decides cannot be recovered normally. Your Sanctuary rating can be used as the scale when determining how many patients the infirmary can handle.", + "upgrade_insight_description": "Earn 2 xp when training insight during downtime.", + "upgrade_load_description": "Each member of the Cell gains one extra load in the selected categories of gear", + "upgrade_maker_description": "Makers are able to craft items and build things", + "upgrade_mastery_description": "Your Cell has access to master level training. You may advance your PCs' action ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four upgrade boxes to unlock.", + "upgrade_mentor_description": "Mentors provide teaching and training.", + "upgrade_patron_spirit_description": "The Cell has a minor spirit as a patron, who can give assistance and guidance. The spirit can be used as an additional contact regarding the River of Dream. Because of the spirit's relationship to the Cell, as the Cell's Vision focus improves so does the spirit's quality.", + "upgrade_personal_description": "Earn 2 xp when training playbook during downtime.", + "upgrade_pilot_description": "Pilots have access to transportation and the ability to operate ", + "upgrade_prowess_description": "Earn 2 xp when training prowess during downtime.", + "upgrade_quality_description": "The quality of the selected categories of the Cell's gear are one higher", + "upgrade_quarters_description": "Your sanctuary has individual quarters, amenities, and additional space for the Cell. Use the Sanctuary rating as scale for the number of people that can be accommodated. Quarters allows use of the Cell's Sanctuary rating in place of actions or fortune rolls where the Cell may need to stay in their sanctuary for extended periods of time, or add +1d to the roll of the action used.", + "upgrade_ranger_description": "Rangers are skilled a tracking and information gathering", + "upgrade_resolve_description": "Earn 2 xp when training resolve during downtime.", + "upgrade_ritual_space_description": "The Cell has a dedicated space for doing ritual work. It may or may nor be located with the Cell's sanctuary, but it is sheltered from distractions and provides the environment, tools, and paraphernalia for large scale ritual work. Spending one upgrade on ritual space allows the cell to use its Vision rating in place of a ritual action, or add +1d to a different action. A second upgrade adds +1 magnitude to any rituals or Synthesis performed there. If the space is defiled or destroyed, it requires a long term project to create a new one.", + "upgrade_ritualist_description": "Ritualists are well-versed in performing and assisting with rituals.", + "upgrade_secure_description": "Your sanctuary comes equipped with locks and alarms, and is hidden with a concealed entrance. A second upgrade improves the sanctuary' defenses, including against Dreamers and . If the sanctuary's defenses are ever breached, including if its location is discovered, two resources must be spent to relocate the sanctuary and rebuild the defenses.", + "upgrade_seer_description": "Seers are soothsayers and augurs who are skilled an interpreting visions, signs, and omens.", + "upgrade_side_quest_description": "You can use your Cell's Community rating in place of the action roll during a Side Quest downtime action, or add +1d to the action used.", + "upgrade_spiritualist_description": "Spiritualists are knowledgable about spirits and dealing with them.", + "upgrade_storageupgd_description": "The Cell has additional storage space for Resources, adding five Resource boxes. The Sanctuary rating can be used for scale to determine how much can bet stored.", + "upgrade_transport_description": "Your sanctuary comes with transport — a boat, wagon, horses, or other conveyance — for a small group of people (about 6), and space to house and deploy them. A second upgrade does one of the following: increase capacity (about 12) — motorized — more rugged/robust.", + "upgrade_tunnels_description": "Your sanctuary connects to a tunnel network that exits somewhere in Hom or Vimary. You can use the Cell's Sanctuary rating in place of action rolls or gain +1d to an action relevant to leaving or exiting a tunnel bolthole, including preparation and journey rolls. Taking this upgrade multiple times provides additional exit points.", + "upon_crew_advance": "Upon crew advance, each PC gets Stash = Tier+2", + "use_eminence": "Use Eminence", + "use_kirsty": "Use Kirsty font if installed (only check if you have Kirsty)", + "uses": "uses", + "vaults": "Vaults", + "vengeful": "Vengeful", + "version": "Version", + "vice": "Diversion", + "vice_info": "Belief — Discovery — Intemperance - Interaction - Obligation — Pleasure — Reflection — Solitude — Thrills - Weird", + "vice_instructions": "Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.", + "vice_purveyor": "Diversion", + "viceroll1": "(who currently has ", + "viceroll2": ") indulges", + "vicious": "Vicious", + "vision": "Vision", + "wanted": "Wanted", + "wantedroll1": "(who currently have ", + "wantedroll2": ") roll for", + "war": "War", + "warblurb1": "When you're at war with any number of factions (status -3), the following penalties apply:", + "warblurb2": "Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.", + "warblurb3": "PCs get only one free downtime action instead of two.", + "warblurb4": "Take +1 heat from each score.", + "warblurb5": "Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).", + "warrior": "Warrior", + "weak": "Weak", + "weapons_load": "Weapons", + "weapons_quality": "Weapons", + "when_you_use_bandolier": "When you use a bandolier slot, choose an alchemical:", + "winter_gear": "Winter gear", + "winter_gear_description": "Will provide protection even in sub-freezing temperatures. Furs, with a hood, fur lined gloves and boots, face covering with eye protection, snow shoes.", + "with": "with", + "xp_beliefs": "You expressed your beliefs, drives, heritage, or background.", + "xp_bolster": "Strengthened or developed your Cell's reputation or cause.", + "xp_built": "Built or created something, solved a mystery, or made a discovery.", + "xp_challenge": "Survived a challenging quest", + "xp_choose": "Choose one of the following:", + "xp_contend": "Contend with challenges above your current station.", + "xp_crew_specific": "Enter your crew's specific way to mark XP here.", + "xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.", + "xp_express": "Express the drives, inner conflict, or essential nature of the Cell.", + "xp_popular": "Appealed to popular opinion, exploited prejudice, or created divisiveness.", + "xp_protected": "Protected the downtrodden, disrupted the status quo, fought against oppression, or spread chaos for chaos' sake.", + "xp_specific": "Enter your playbook's specific way to mark XP here.", + "xp_specific_extra": "Enter another specific way to mark XP here.", + "xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).", + "xp_vice": "You struggled with issues from your vice or traumas during the session.", + "yagan": "Yagan", + "zbri": "Z'bri", + "zerodice": "Zero Dice — take the lowest result above" +} From eed7f70d115062f2fde2befe8c4c972984117352 Mon Sep 17 00:00:00 2001 From: wing-it Date: Wed, 19 Jan 2022 00:24:46 -0500 Subject: [PATCH 49/57] New translations translation.json (Polish) --- Never Going Home/translations/pl.json | 36 +++++++++++++-------------- 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/Never Going Home/translations/pl.json b/Never Going Home/translations/pl.json index 7695ddcc62..bd5d67079f 100644 --- a/Never Going Home/translations/pl.json +++ b/Never Going Home/translations/pl.json @@ -1,22 +1,22 @@ { - "Nombre": "Nombre:", - "Nacionalidad": "Nacionalidad:", - "Edad": "Edad:", - "Características": "Características", - "Personal": "Personal", - "SALUD": "SALUD", - "Física": "Física.........", - "Máx": "Máx.", - "Mental": "Mental........", - "Emocional": "Emocional....", - "CORRUPCIÓN": "CORRUPCIÓN", - "MÚSCULO": "MÚSCULO", - "Fuerza-Destreza-Velocidad": "Fuerza · Destreza · Velocidad", - "ASTUCIA": "ASTUCIA", - "Memoria-Formación-Ingenio": "Memoria · Formación · Ingenio", - "AGALLAS": "AGALLAS", - "Coraje-Resistencia-Emociones": "Coraje · Resistencia · Emociones", - "ENTRENAMIENTO-EN-MÚSCULO": "ENTRENAMIENTO EN
MÚSCULO", + "Nombre": "Imię", + "Nacionalidad": "Narodowość", + "Edad": "Wiek", + "Características": "Charakterystyka", + "Personal": "Tło Postaci", + "SALUD": "ZDROWIE", + "Física": "Fizyczne", + "Máx": "Maks.", + "Mental": "Psychiczne", + "Emocional": "Emocjonalne", + "CORRUPCIÓN": "KORUPCJA", + "MÚSCULO": "KRZEPA", + "Fuerza-Destreza-Velocidad": "Siła-Zwinność-Szybkość", + "ASTUCIA": "SPRYT", + "Memoria-Formación-Ingenio": "Pamięć-Nauka-Zmysły", + "AGALLAS": "Hart", + "Coraje-Resistencia-Emociones": "Odwaga-Wytrwałość-Emocje", + "ENTRENAMIENTO-EN-MÚSCULO": "PRZESZKOLENIE-W-KRZEPIE", "ATLETISMO": "- ATLETISMO", "alzar-correr-aplastar": "[alzar, correr, aplastar]", "CUERPO-A-CUERPO": "- CUERPO A CUERPO", From 69fa5cfa5721bec57ee9af534039aa3f78e77631 Mon Sep 17 00:00:00 2001 From: wing-it Date: Wed, 19 Jan 2022 03:40:21 -0500 Subject: [PATCH 50/57] New translations translation.json (Polish) --- Never Going Home/translations/pl.json | 92 +++++++++++++-------------- 1 file changed, 46 insertions(+), 46 deletions(-) diff --git a/Never Going Home/translations/pl.json b/Never Going Home/translations/pl.json index bd5d67079f..649d15d935 100644 --- a/Never Going Home/translations/pl.json +++ b/Never Going Home/translations/pl.json @@ -1,55 +1,55 @@ { - "Nombre": "Imię", - "Nacionalidad": "Narodowość", - "Edad": "Wiek", + "Nombre": "Dane Osobowe:", + "Nacionalidad": "Narodowość:", + "Edad": "Wiek:", "Características": "Charakterystyka", "Personal": "Tło Postaci", "SALUD": "ZDROWIE", - "Física": "Fizyczne", + "Física": "Fizyczne.......", "Máx": "Maks.", - "Mental": "Psychiczne", - "Emocional": "Emocjonalne", + "Mental": "Psychiczne....", + "Emocional": "Emocjonalne..", "CORRUPCIÓN": "KORUPCJA", "MÚSCULO": "KRZEPA", - "Fuerza-Destreza-Velocidad": "Siła-Zwinność-Szybkość", + "Fuerza-Destreza-Velocidad": "Siła • Zwinność • Szybkość", "ASTUCIA": "SPRYT", - "Memoria-Formación-Ingenio": "Pamięć-Nauka-Zmysły", - "AGALLAS": "Hart", - "Coraje-Resistencia-Emociones": "Odwaga-Wytrwałość-Emocje", - "ENTRENAMIENTO-EN-MÚSCULO": "PRZESZKOLENIE-W-KRZEPIE", - "ATLETISMO": "- ATLETISMO", - "alzar-correr-aplastar": "[alzar, correr, aplastar]", - "CUERPO-A-CUERPO": "- CUERPO A CUERPO", - "usar-armas-cuerpo-a-cuerpo": "[usar armas cuerpo a cuerpo]", - "SIGILO": "- SIGILO", - "acechar-ocultarse": "[acechar, ocultarse]", - "ENTRENAMIENTO-EN-ASTUCIA": "ENTRENAMIENTO EN
ASTUCIA", - "COMUNICACIÓN": "- COMUNICACIÓN", - "hablar-escribir": "[hablar, escribir]", - "CONOCIMIENTO": "- CONOCIMIENTO", - "aprendizaje-de-libros": "[aprendizaje de libros]", - "MECÁNICA": "- MECÁNICA", - "utilizar-máquinas": "[utilizar máquinas]", - "ENTRENAMIENTO-EN-AGALLAS": "ENTRENAMIENTO EN
AGALLAS", - "INVESTIGACIÓN": "- INVESTIGACIÓN", - "encontrar-respuestas": "[encontrar respuestas]", - "ARMAS-A-DISTANCIA": "- ARMAS A DISTANCIA", - "armas-de-fuego-armas-arrojadizas": "[armas de fuego, armas arrojadizas]", - "TRANSPORTE": "- TRANSPORTE", - "manejar-vehículo": "[manejar vehículos]", - "SUSURROS": "SUSURROS", - "CAMINO": "CAMINO", - "Ritos-de-sangre": "Ritos de sangre", - "Trucos-podridos": "Trucos podridos", - "Las-viejas-costumbres": "Las viejas costumbres", - "Rituales-elementales": "Rituales elementales", - "Palabras-sanadoras": "Palabras sanadoras", - "Canciones-de-caos": "Canciones de caos", - "Susurro": "Susurro:", - "Hoja-de-servicio": "Hoja de servicio:", - "Historia-personal": "Historia personal:", - "Equipamiento-asignado": "Equipamiento asignado", - "ask-additional-dice": "¿Dados adicionales?", - "realiza-una-tirada-de": "realiza una tirada de", - "éxito": "éxito(s)" + "Memoria-Formación-Ingenio": "Pamięć • Nauka • Zmysły", + "AGALLAS": "HART", + "Coraje-Resistencia-Emociones": "Odwaga • Wytrwałość • Emocje", + "ENTRENAMIENTO-EN-MÚSCULO": "PRZESZKOLENIE W
KRZEPIE", + "ATLETISMO": "- ATLETYKA", + "alzar-correr-aplastar": "[dźwiganie, bieganie, demolka]", + "CUERPO-A-CUERPO": "- WALKA WRĘCZ", + "usar-armas-cuerpo-a-cuerpo": "[używanie broni białej]", + "SIGILO": "- SKRADANIE SIĘ", + "acechar-ocultarse": "[ukrywanie się, ciche poruszanie się]", + "ENTRENAMIENTO-EN-ASTUCIA": "PRZESZKOLENIE W
SPRYCIE", + "COMUNICACIÓN": "- KOMUNIKACJA", + "hablar-escribir": "[mowa, pismo]", + "CONOCIMIENTO": "- WIEDZA", + "aprendizaje-de-libros": "[edukacja]", + "MECÁNICA": "- MECHANIKA", + "utilizar-máquinas": "[obsługa maszyn]", + "ENTRENAMIENTO-EN-AGALLAS": "PRZESZKOLENIE W
HARCIE", + "INVESTIGACIÓN": "- ŚLEDZTWO", + "encontrar-respuestas": "[szukanie odpowiedzi]", + "ARMAS-A-DISTANCIA": "- WALKA ZASIĘGOWA", + "armas-de-fuego-armas-arrojadizas": "[broń palna, broń rzucana]", + "TRANSPORTE": "- TRANSPORT", + "manejar-vehículo": "[prowadzenie pojazdów]", + "SUSURROS": "SZEPTY", + "CAMINO": "ŚCIEŻKA", + "Ritos-de-sangre": "Rytuał krwi", + "Trucos-podridos": "Plugawe sztuczki", + "Las-viejas-costumbres": "Pradawna Magia", + "Rituales-elementales": "Rytuały Żywiołów", + "Palabras-sanadoras": "Uzdrawiające słowa", + "Canciones-de-caos": "Pieśń chaosu", + "Susurro": "Szepty:", + "Hoja-de-servicio": "Przebieg służby:", + "Historia-personal": "Historia Osobista", + "Equipamiento-asignado": "Przydzielony Sprzęt", + "ask-additional-dice": "Dodatkowe kości?", + "realiza-una-tirada-de": "Rzut kością", + "éxito": "Sukces(y)" } \ No newline at end of file From f199c87fe94d936c07b664a8a78e23166db49e85 Mon Sep 17 00:00:00 2001 From: wing-it Date: Wed, 19 Jan 2022 03:40:22 -0500 Subject: [PATCH 51/57] New translations translation.json (Polish) --- MouseGuard/translations/pl.json | 54 ++++++++++++++++----------------- 1 file changed, 27 insertions(+), 27 deletions(-) diff --git a/MouseGuard/translations/pl.json b/MouseGuard/translations/pl.json index 45d170150e..33ec1949e4 100644 --- a/MouseGuard/translations/pl.json +++ b/MouseGuard/translations/pl.json @@ -1,38 +1,38 @@ { "Name": "Nazwa", "Home": "Strona Główna", - "GuardRank": "Guard Rank", - "Age": "Age", - "FurColor": "Fur Color", - "CloakColor": "Cloak Color", - "Fate": "Fate", + "GuardRank": "Ranga Strażnika", + "Age": "Wiek", + "FurColor": "Kolor Futra", + "CloakColor": "Kolor Płaszcza", + "Fate": "Przeznaczenie", "Persona": "Persona", - "Parents": "Parents", + "Parents": "Rodzice", "Mentor": "Mentor", - "Friend": "Friend", + "Friend": "Przyjaciel", "SeniorArtisan": "Senior Artisan", - "Enemy": "Enemy", - "Conditions": "Conditions", - "Healthy": "Healthy", - "Angry": "Angry", - "HungryThirsty": "Hungry/Thirsty", + "Enemy": "Wróg", + "Conditions": "Stany", + "Healthy": "Zdrowy", + "Angry": "Zdenerwowany", + "HungryThirsty": "Głodny/Spragniony", "Tired": "Zmęczony", - "Injured": "Injured", + "Injured": "Ranny", "Sick": "Chory", - "Belief": "Belief", - "Goal": "Goal", - "Instinct": "Instinct", - "Gear": "Gear", - "Contacts": "Contacts", - "Traits": "Traits", - "TraitName": "Trait Name", - "TraitLevel": "Trait Level", - "UsedFor": "Used For", - "UsedAgainst": "Used Against", - "Level1": "Level 1", - "Level2": "Level 2", - "Level3": "Level 3", - "RawAbilities": "Raw Abilities", + "Belief": "Przekonanie", + "Goal": "Cel", + "Instinct": "Instynkt", + "Gear": "Wyposażenie", + "Contacts": "Kontakty", + "Traits": "Zdolności", + "TraitName": "Nazwa Zdolności", + "TraitLevel": "Poziom Zdolności", + "UsedFor": "Używane do", + "UsedAgainst": "Używane przeciw", + "Level1": "Poziom 1", + "Level2": "Poziom 2", + "Level3": "Poziom 3", + "RawAbilities": "Atrybuty Podstawowe", "Rating": "Rating", "Advancement": "Advancement", "Nature": "Natura", From 88cff8a88e5b0b220b426089535e7f4f04443e86 Mon Sep 17 00:00:00 2001 From: wing-it Date: Wed, 19 Jan 2022 03:40:23 -0500 Subject: [PATCH 52/57] New translations translation.json (Polish) --- Shadow of the Demon Lord/translations/pl.json | 360 +++++++++--------- 1 file changed, 180 insertions(+), 180 deletions(-) diff --git a/Shadow of the Demon Lord/translations/pl.json b/Shadow of the Demon Lord/translations/pl.json index 55fc8455dc..5db0643a6b 100644 --- a/Shadow of the Demon Lord/translations/pl.json +++ b/Shadow of the Demon Lord/translations/pl.json @@ -1,198 +1,198 @@ { - "AFFLICTIONS": "Afflictions", - "AFTEREFFECT": "Aftereffect", - "AGAINST": "Against", - "AGILITY": "Agility", - "AGILITY_CHALLENGE": "Agility challenge", - "AMMO": "Ammo", - "AMOUNT": "Amount", - "ANCESTRY": "Ancestry", - "AREA": "Area", - "ARMOR": "Armor", - "ARMOR_PLACEHOLDER": "mail", - "ARROWS": "Arrows", - "ASLEEP": "Asleep", - "ASLEEP_DESC": "Becomes prone and unconscious. Action to wake up. Removed upon taking damage unless noted otherwise.", - "ATTACK": "Attack", - "ATTACK_ROLL_20+": "Attack Roll 20+", - "ATTACKS": "Attacks", - "ATTRIBUTE": "Attribute", - "AUTO_SPELL_CASTINGS": "Automatically calculate maximum spell castings based on spell rank and power", + "AFFLICTIONS": "Dolegliwości", + "AFTEREFFECT": "Następstwa", + "AGAINST": "Przeciw", + "AGILITY": "Zręczność", + "AGILITY_CHALLENGE": "Test Zręczności", + "AMMO": "Ammunicja", + "AMOUNT": "Ilość", + "ANCESTRY": "Pochodzenie", + "AREA": "Obszar", + "ARMOR": "Pancerz", + "ARMOR_PLACEHOLDER": "Kolcza", + "ARROWS": "Strzały", + "ASLEEP": "Uśpiony", + "ASLEEP_DESC": "Osoba staję się nieprzytomna i upada. Należy poświęcić akcję by się obudzić. Otrzymanie obrażeń również niwelujemy efekt, chyba że atak mówi inaczej.", + "ATTACK": "Atak", + "ATTACK_ROLL_20+": "Atak, gdy Rzut 20+", + "ATTACKS": "Ataki", + "ATTRIBUTE": "Cecha", + "AUTO_SPELL_CASTINGS": "Automatycznie obliczaj maksymalną ilość ilość możliwości rzucenia zaklęcia na podstawie Rangi Zaklęcia i Mocy", "BACKGROUND": "Tło", - "BANE": "Bane", - "BANES": "Banes", - "BASIC_EQUIPMENT": "Basic equipment", - "BASIC_EQUIPMENT_INFO": "Show only textarea, hide detailed equipment column", - "BITS": "bits", - "BLINDED": "Blinded", - "BLINDED_DESC": "Cannot see: surroundings obscured, sight-based Perception fails. Attack rolls against Defense or Agility get 1 boon. Speed becomes 2 unless lower.", - "BONUSES": "Bonuses", - "BOON": "Boon", - "BOONS": "Boons", - "BOONS_BANES": "Boons - Banes", - "CASTINGS": "Castings", - "CHARMED": "Charmed", - "CHARMED_DESC": "Treats source as trusted friend and ally. Cannot attack source.", - "COMPELLED": "Compelled", - "COMPELLED_DESC": "Cannot use actions or move. Instead, source can force creature to move or use an action during fast turn. All decisions are made by source.", - "CORRUPTION": "Corruption", - "COUNT?": "Count?", - "CP": "cp", - "DAMAGE": "Damage", - "DAZED": "Dazed", - "DAZED_DESC": "Cannot use actions.", - "DEAFENED": "Deafened", - "DEAFENED_DESC": "Cannot hear: hearing-based Perception fails.", - "DEFENSE": "Defense", - "DEFENSELESS": "Defenseless", - "DEFENSELESS_DESC": "Defense becomes 5. Cannot use actions. Challenge rolls fail, except for Perception.", - "DEFENSE_ROLL_BUTTON": "Defense roll button (requires calculated defense)", - "DESCRIPTION": "Description", + "BANE": "Utrudnienie", + "BANES": "Utrudnienia", + "BASIC_EQUIPMENT": "Wyposażenie Podstawowe", + "BASIC_EQUIPMENT_INFO": "Pokaż tylko pole tekstowe, ukryj szczegółową kolumnę wyposażenia", + "BITS": "Drobnica", + "BLINDED": "Oślepiony", + "BLINDED_DESC": "Nie widzisz: Otoczenie staję się rozmyte, testy Percepcji bazujące na wzroku, stają się automatycznie porażką. Ataki skierowane w twoją Obronę lub Zręczność otrzymują jedno ułatwienie. Szybkość spada do 2 jeśli już nie jest niższa.\n", + "BONUSES": "Bonusy", + "BOON": "Ułatwienie", + "BOONS": "Ułatwienia", + "BOONS_BANES": "Ułatwienia - Utrudnienia", + "CASTINGS": "Rzucanie Zaklęcia", + "CHARMED": "Zauroczony", + "CHARMED_DESC": "Traktuję źródło zauroczenia jako przyjaciela i sojusznika. Nie może zaatakować źródła zauroczenia.", + "COMPELLED": "Zmuszony", + "COMPELLED_DESC": "Nie może wykonywać akcji ani ruchu. Natomiast źródło zmuszenia może rozkazać stworzeniu wykonać ruchu lub użyć akcji w szybkiej rundzie. Wszystkie decyzje podejmowane są przez źródło zmuszenia.", + "CORRUPTION": "KORUPCJA", + "COUNT?": "Przy Sobię?", + "CP": "mp", + "DAMAGE": "Obrażenia", + "DAZED": "Oszołomiony", + "DAZED_DESC": "Nie może używać akcji", + "DEAFENED": "Głuchy", + "DEAFENED_DESC": "Nie słyszy: testy Percepcji bazujące na słuchu kończą się automatyczną porażką", + "DEFENSE": "Obrona", + "DEFENSELESS": "Bezbronny", + "DEFENSELESS_DESC": "Obrona zostaje zredukowana do 5. Nie może używać akcji. Testy kończą się automatyczną porażką, oprócz testów Percepcji.", + "DEFENSE_ROLL_BUTTON": "Przycisk rzutu obronnego (Wymaga obliczonej Obrony.)", + "DESCRIPTION": "Opis", "DETAILS": "Detale", - "DICE_BOONS": "Dice to use for boons and banes", - "DIE_ATTACK": "Die type for attack rolls", - "DIE_CHALLENGE": "Die type for challenge rolls", - "DIFFICULTY": "Difficulty", - "DISEASED": "Diseased", - "DISEASED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", - "DURATION": "Duration", - "END_OF_THE_ROUND": "End of the round", - "EQUIPMENT": "Equipment", - "EQUIPMENT_TALENTS": "Equipment/Talents", - "EXPERT": "Expert", - "EXPERT_DEVELOPMENT": "Expert development", - "EXPERT_OBJECTIVE": "Expert objective", - "FATE": "Fate", - "FATIGUED": "Fatigued", - "FATIGUED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", - "FILTER?": "Filter?", - "FINESSE": "Finesse", - "FORTUNE_POINTS": "Fortune Points", - "FRIGHTENED": "Frightened", - "FRIGHTENED_DESC": "All attack rolls and challenge rolls are made with 1 bane. Cannot take fast turns.", - "GC": "gc", - "GLOBAL_ATTACK_BOONS_BANES": "(Boons - Banes) to all attack rolls", - "GLOBAL_CHALLENGE_BOONS_BANES": "(Boons - Banes) to all challenge rolls", - "GLOBAL_SPELL_ATTACK_BOONS_BANES": "(Boons - Banes) to all spell attack rolls", - "GLOBAL_WEAPON_ATTACK_BOONS_BANES": "(Boons - Banes) to all weapon attack rolls", - "GLOBAL_WEAPON_DAMAGE_BONUS": "Bonus to all weapon damage", - "GRABBED": "Grabbed", - "GRABBED_DESC": "Depending on size, either cannot move away (if grabber larger or equal), or move grabbing creature automatically.", - "HEALING_RATE": "Healing Rate", - "HEALTH": "Health", - "HOUSE_RULES": "House rules", - "IMMOBILIZED": "Immobilized", - "IMMOBILIZED_DESC": "Speed becomes 0, cannot benefit from bonuses to speed. Attack rolls against get 1 boon.", - "IMPAIRED": "Impaired", - "IMPAIRED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", - "INSANITY": "Insanity", - "INTELLECT": "Intellect", - "INTELLECT_CHALLENGE": "Intellect challenge", - "ITEM_NAME": "Item name", - "ITEMS": "Items", - "LANGUAGES": "Languages", - "LAYOUT": "Layout", + "DICE_BOONS": "Kości do użycia Ułatwień i Utrudnień", + "DIE_ATTACK": "Typ kości do rzutów na atak", + "DIE_CHALLENGE": "Typ kości do Testów", + "DIFFICULTY": "Stopień Trudności", + "DISEASED": "Chory", + "DISEASED_DESC": "Wyszystkie testy ataku wykonywane są z 1 utrudnieniem.", + "DURATION": "Czas trwania", + "END_OF_THE_ROUND": "Koniec Rundy", + "EQUIPMENT": "Wyposażenie", + "EQUIPMENT_TALENTS": "Wyposażenie/Talenty", + "EXPERT": "Ścieżka Ekspercka", + "EXPERT_DEVELOPMENT": "Rozwój Ścieżki Eksperckie", + "EXPERT_OBJECTIVE": "Cel Ścieżki Eksperckiej", + "FATE": "Los", + "FATIGUED": "Zmęczony", + "FATIGUED_DESC": "Ataki i Testy wykonywane są z 1 utrudnieniem.", + "FILTER?": "Flitr?", + "FINESSE": "Finezyjna", + "FORTUNE_POINTS": "Punkty Szczęścia", + "FRIGHTENED": "Przestraszony", + "FRIGHTENED_DESC": "Ataki i Testy wykonywane są z 1 utrudnieniem. Nie może wykonywać Rundy Szybkiej.", + "GC": "zm", + "GLOBAL_ATTACK_BOONS_BANES": "(Ułatwienia - Utrudnienia) do Ataków", + "GLOBAL_CHALLENGE_BOONS_BANES": "(Ułatwienia - Utrudnienia) do Testów", + "GLOBAL_SPELL_ATTACK_BOONS_BANES": "(Ułatwienia - Utrudnienia) do Rzucania Zaklęć", + "GLOBAL_WEAPON_ATTACK_BOONS_BANES": "(Ułatwienia - Utrudnienia) do Ataków Bronią", + "GLOBAL_WEAPON_DAMAGE_BONUS": "Bonus do ataków bronią", + "GRABBED": "Pochwycony", + "GRABBED_DESC": "Zależnie od rozmiaru, Nie może się oddalić (Jeśli jest większy lub równy), lub może porusza się z chwytajacym stworzeniem.", + "HEALING_RATE": "Odzyskiwanie Zdrowia", + "HEALTH": "Zdrowie", + "HOUSE_RULES": "Zasady Własne", + "IMMOBILIZED": "Unieruchomiony", + "IMMOBILIZED_DESC": "Szybkość spada do 0, nie otrzymuje się bonusów do szybkości. Ataki w unieruchomiony cel otrzymują 1 Ułatwienie.", + "IMPAIRED": "Osłabiony", + "IMPAIRED_DESC": "Ataki i Testy wykonywane są z 1 utrudnieniem.", + "INSANITY": "Szaleństwo", + "INTELLECT": "Inteligencja", + "INTELLECT_CHALLENGE": "Test Inteligencji", + "ITEM_NAME": "Nazwa przedmiotu", + "ITEMS": "Przedmioty", + "LANGUAGES": "Języki", + "LAYOUT": "Układ", "LEVEL": "Poziom", - "LIFESTYLE": "Lifestyle", - "MAGIC": "Magic", - "MAIN": "Main", - "MASTER": "Master", - "MASTER_DEVELOPMENT": "Master development", - "MASTER_QUEST": "Master quest", - "MAX": "Max", + "LIFESTYLE": "Stan majątkowy", + "MAGIC": "Magia", + "MAIN": "Główne", + "MASTER": "Ścieżka Mistrzowska", + "MASTER_DEVELOPMENT": "Rozwój Ścieżki Mistrzowskiej", + "MASTER_QUEST": "Zadanie Ścieżki Mistrzowskiej", + "MAX": "Maks", "MOD": "Mod", - "MOVEMENT_PLACEHOLDER": "flier", + "MOVEMENT_PLACEHOLDER": "Wypełniacz", "NAME": "Nazwa", "NO": "Nie", "NONE": "Brak", - "NOTES": "Notes", - "NOTES_ETC": "Notes/MoDs/Quirks/etc", - "NOVICE": "Novice", - "NOVICE_TRAINING": "Novice training", - "NPC": "NPC", - "NPC?": "NPC?", - "NPC_AFFLICTIONS": "NPC afflictions", - "NPC_INFO": "The NPC option sets new characters to default to the NPC card style sheet. Useful if the player characters have already been created and all new character sheets added to the game will likely represent non-player characters.", - "OUTPUT": "Output", - "PERCEPTION": "Perception", - "PERCEPTION_CHALLENGE": "Perception challenge", - "PERMANENCE": "Permanence", - "PLUS_EXTRA_EFFECT": "plus extra effect", - "POISONED": "Poisoned", - "POISONED_DESC": "All attack rolls and challenge rolls are made with 1 bane.", - "POWER": "Power", - "PROFESSIONS": "Professions", - "PRONE": "Prone", - "PRONE_DESC": "Lies on the ground. Other creatures can move through its space. Strength and Agility rolls are made with 1 bane. Attack rolls against get 1 boon or bane, depending on if they are in reach or not. Can use move to stand up.", - "PROPERTIES": "Properties", - "PUBLIC": "Public", - "QUERY": "Query", - "RANGE": "Range", - "RANGE_PLACEHOLDER": "melee or short range", - "RANK": "Rank", - "REACH": "Reach", - "RELIGION": "Religion", - "REMOVE_FILTERS": "remove filters", - "REQUIREMENT": "Requirement", - "REST": "Rest", - "RESTED!": "Rested!", - "RESTORE_CASTINGS": "Restore castings", - "RESTORE_USES": "Restore uses", + "NOTES": "Notatki", + "NOTES_ETC": "Notatki/Zaburzenia/itp", + "NOVICE": "Ścieżka Nowicjusza", + "NOVICE_TRAINING": "Trening Nowicjusza", + "NPC": "BN", + "NPC?": "BN?", + "NPC_AFFLICTIONS": "Dolegliwości BN'a", + "NPC_INFO": "Opcja BN'a zmienia nowe postacie do Karty Postaci BN'a. Przydatne gdy wszystkie postacie Graczy są już stworzone a nowe postacie będą już tylko postaciami niezależnymi.", + "OUTPUT": "Wynik", + "PERCEPTION": "Percepcja", + "PERCEPTION_CHALLENGE": "Test Percepcji", + "PERMANENCE": "Stała", + "PLUS_EXTRA_EFFECT": "Dodatkowy efekt", + "POISONED": "Zatruty", + "POISONED_DESC": "Ataki i Testy wykonywane są z 1 utrudnieniem.", + "POWER": "Moc", + "PROFESSIONS": "Zawody", + "PRONE": "Powalony", + "PRONE_DESC": "Powalony na ziemię. Inne stworzenia mogą przechodzić przez tą przestrzeń. Testy Siły i Zręczności wykonywane są z 1 utrudnieniem. Ataki wykonywane są z Utrudnieniem lub Ułatwieniem w zależności czy cel znajduję się w zasięgu broni. Można poświęcić ruch by wstać.", + "PROPERTIES": "Właściwości", + "PUBLIC": "Publiczne", + "QUERY": "Zapytanie", + "RANGE": "Zasięg", + "RANGE_PLACEHOLDER": "Kontaktowy lub Bliski Dystans", + "RANK": "Ranga", + "REACH": "Zasięg", + "RELIGION": "Wiara", + "REMOVE_FILTERS": "Usuń Filtry", + "REQUIREMENT": "Wymagania", + "REST": "Odpoczynek", + "RESTED!": "Wypoczęty!", + "RESTORE_CASTINGS": "Odnów Zaklęcia", + "RESTORE_USES": "Odnów Użycia", "ROLL": "Rzuć", - "ROLL_WEAPON_DAMAGE": "Roll weapon damage", - "SACRIFICE": "Sacrifice", - "SACRIFICE_SPELL": "Sacrifice Spell", - "SENSES_PLACEHOLDER": "darksight", + "ROLL_WEAPON_DAMAGE": "Rzut Obrażeń Bronią", + "SACRIFICE": "Poświęcenie", + "SACRIFICE_SPELL": "Poświęcenie Zaklęcia", + "SENSES_PLACEHOLDER": "Widzenie w Ciemnościach", "SETTINGS": "Opcje", - "SHEET_OUTPUT": "Sheet output", - "SHOW_DAMAGE_BUTTON_INSTEAD": "Show damage button instead", - "SHOW_NAME_ON_ROLL_TEMPLATE": "Show name on roll template", - "SHOW_UP_DOWN_CHARACTERISTICS": "Show up/down arrows on characteristics", - "SHOW_VERSUS_TEXT": "Show a text field instead of dropdown for \"Against\" fields", - "SIZE": "Size", - "SLOWED": "Slowed", - "SLOWED_DESC": "Can only take a slow turn. Speed is halved, cannot benefit from bonuses to speed.", - "SPECIAL": "Special", - "SPECIAL_ATTACKS": "Special attacks", - "SPECIAL MOVEMENT": "Special movement traits", - "SPECIAL_ACTIONS": "Special actions", - "SPECIAL_SENSES": "Special senses", - "SPEED": "Speed", - "SPELL": "Spell", - "SPELL_EXPERTISE": "Spell expertise (Wizard)", - "SPELLS": "Spells", + "SHEET_OUTPUT": "Wynik Karty", + "SHOW_DAMAGE_BUTTON_INSTEAD": "Wzamian pokaż przycisk Obrażeń", + "SHOW_NAME_ON_ROLL_TEMPLATE": "Pokaż Imię na Szblonie Rzutu", + "SHOW_UP_DOWN_CHARACTERISTICS": "Pokaż Strzałki przy Cechach", + "SHOW_VERSUS_TEXT": "Pokaż Pole Tekstowe zamiast Listy Wyboru", + "SIZE": "Rozmiar", + "SLOWED": "Spowolniony", + "SLOWED_DESC": "Może wykonywać Tylko Rundę Wolną, Szybkość spada o Połowę, nie otrzymuje bonusów do szybkości.", + "SPECIAL": "Specjalne", + "SPECIAL_ATTACKS": "Atak Specjalny", + "SPECIAL MOVEMENT": "Specjalna Umiejętność Ruchu", + "SPECIAL_ACTIONS": "Akcja Specjalna", + "SPECIAL_SENSES": "Specjalny Zmysł", + "SPEED": "Szybkość", + "SPELL": "Zaklęcie", + "SPELL_EXPERTISE": "Specjalizacja Magiczna (Czarodziej)", + "SPELLS": "Zaklęcia", "SS": "ss", - "STRENGTH": "Strength", - "STRENGTH_CHALLENGE": "Strength challenge", - "STUNNED": "Stunned", - "STUNNED_DESC": "Cannot use actions or move. Challenge rolls fail. Attack rolls against are made with 1 boon.", - "SURPRISED": "Surprised", - "SURPRISED_DESC": "Cannot use actions or move. Challenge rolls fail.", - "TABULAR_WEAPON_LAYOUT": "Tabular weapon layout", + "STRENGTH": "Siła", + "STRENGTH_CHALLENGE": "Test Siły", + "STUNNED": "Ogłuszony", + "STUNNED_DESC": "Nie może wykonywać akcji ani ruchu. Testy kończą się automatyczną porażką. Ataki w ogłuszony cel wykonywane są z 1 Ułatwieniem.", + "SURPRISED": "Zaskoczony", + "SURPRISED_DESC": "Nie może używać akcji ani ruchu. Testy kończą się automatyczną porażką.", + "TABULAR_WEAPON_LAYOUT": "Tabelaryczny Szablon Broni", "TAGS": "Tagi", - "TAGS_PLACEHOLDER": "[frightening/horrifying] descriptor (special)", + "TAGS_PLACEHOLDER": "[Strasny/Przerażający] Epitet (Specjalne)", "TALENT": "Talent", - "TALENTS": "Talents", - "TARGET": "Target", + "TALENTS": "Talenty", + "TARGET": "Cel", "TOTAL": "Suma", - "TRADITION": "Tradition", - "TRADITIONS": "Traditions", - "TRAIT_DESCRIPTION": "Trait description", - "TRAIT_NAME": "Trait name", - "TRIGGERED": "Triggered", + "TRADITION": "Tradycja", + "TRADITIONS": "Tradycje", + "TRAIT_DESCRIPTION": "Opis Zdolności", + "TRAIT_NAME": "Nazwa Zdolności", + "TRIGGERED": "Opóźnione Użycie", "TYPE": "Typ", - "UNCONSCIOUS": "Unconscious", - "UNCONSCIOUS_DESC": "Cannot use actions or move. Challenge rolls fail. Defense becomes 5.", - "USE?": "Use?", - "USES": "Uses", - "UTILITY": "Utility", + "UNCONSCIOUS": "Nieprzytomny", + "UNCONSCIOUS_DESC": "Nie może wykonywać akcji ani ruchu. Testy kończą się automatyczną porażką. Obrona zostaje zredukowana do 5.", + "USE?": "Wyposażone?", + "USES": "Użycia", + "UTILITY": "Użytkowe", "VS": "vs", - "WEALTH": "Wealth", - "WEAPONS": "Weapons", - "WEAPON_NAME": "Weapon Name", - "WHISPERED_TO_GM": "Whispered to GM", - "WILL": "Will", - "WILL_CHALLENGE": "Will challenge", - "WITH": "with", + "WEALTH": "Pieniądze", + "WEAPONS": "Broń", + "WEAPON_NAME": "Nazwa Broni", + "WHISPERED_TO_GM": "Szept do MG", + "WILL": "Wola", + "WILL_CHALLENGE": "Test Woli", + "WITH": "Wraz", "YES": "Tak" } From 0957dde0e45ab3ba4d19eac419e065bd647e582d Mon Sep 17 00:00:00 2001 From: wing-it Date: Wed, 19 Jan 2022 06:37:29 -0500 Subject: [PATCH 53/57] New translations translation.json (Polish) --- MouseGuard/translations/pl.json | 44 ++++++++++++++++----------------- 1 file changed, 22 insertions(+), 22 deletions(-) diff --git a/MouseGuard/translations/pl.json b/MouseGuard/translations/pl.json index 33ec1949e4..80f91f5f32 100644 --- a/MouseGuard/translations/pl.json +++ b/MouseGuard/translations/pl.json @@ -33,31 +33,31 @@ "Level2": "Poziom 2", "Level3": "Poziom 3", "RawAbilities": "Atrybuty Podstawowe", - "Rating": "Rating", - "Advancement": "Advancement", + "Rating": "Wartość", + "Advancement": "Rozwój", "Nature": "Natura", "P": "P", "F": "F", - "Will": "Will", - "Health": "Health", - "SpecialAbilities": "Special Abilitieses", - "Resources": "Resources", - "Circles": "Circles", - "Skills": "Skills", - "Skill": "Skill", - "Deceiver": "Deceiver", - "Fighter": "Fighter", - "Healer": "Healer", - "Hunter": "Hunter", - "Instructor": "Instructor", - "Orator": "Orator", - "Pathfinder": "Pathfinder", - "Persuader": "Persuader", - "Scout": "Scout", - "Survivalist": "Survivalist", - "WeatherWatcher": "Weather Watcher", - "Abilities": "Abilities", - "GearItem": "Gear/Item", + "Will": "Wola", + "Health": "Zdrowie", + "SpecialAbilities": "Umiejętności Specjalne", + "Resources": "Zasoby", + "Circles": "Znajomości", + "Skills": "Umiejętności", + "Skill": "Umiejętność", + "Deceiver": "Oszustwo", + "Fighter": "Wojownik", + "Healer": "Uzdrowiciel", + "Hunter": "Łowca", + "Instructor": "Instruktor", + "Orator": "Mówca", + "Pathfinder": "Pionier", + "Persuader": "Krasomówca", + "Scout": "Zwiadowca", + "Survivalist": "Traper", + "WeatherWatcher": "Przepatrywacz Pogody", + "Abilities": "Zdolności", + "GearItem": "Wyposażenie/Przedmioty", "AngryNote": "-1 to disposition for any conflict that uses Will as its base.", "HungryThirstyNote": "-1 to disposition to any conflict.", "TiredNote": "-1 to disposition for all conflicts.", From 67a7a92f38de598594dc2ada6802efb84e985b06 Mon Sep 17 00:00:00 2001 From: wing-it Date: Wed, 19 Jan 2022 11:32:36 -0500 Subject: [PATCH 54/57] New translations translation.json (English) --- The One Ring 2e/translations/en.json | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/The One Ring 2e/translations/en.json b/The One Ring 2e/translations/en.json index 6df4cb0e02..17c585e059 100644 --- a/The One Ring 2e/translations/en.json +++ b/The One Ring 2e/translations/en.json @@ -2,7 +2,7 @@ "sheet-type-Player-Character": "Player Character", "sheet-type-LM-Character": "LM Character", "sheet-type-Adversary": "Adversary", - "attribute-level": "Attribute Level", + "attribute-level": "Attribute Level\n", "weary-state": "Weary State", "weary-normal": "Not Weary", "weary-weary": "Weary", @@ -12,7 +12,7 @@ "parry-and-shield": "Parry & Shield", "armour": "Armour", "helm": "Helm", - "armour-placeholder": "[Armour]", + "armour-placeholder": "[Armour]\n", "helm-placeholder": "[Helm]", "skills": "Skills", "personality": "Personality", From 3461a9368d34de2330acd506ccf29e760d59dbf6 Mon Sep 17 00:00:00 2001 From: wing-it Date: Wed, 19 Jan 2022 14:30:09 -0500 Subject: [PATCH 55/57] New translations translation.json (German) --- The One Ring 2e/translations/de.json | 304 +++++++++++++-------------- 1 file changed, 152 insertions(+), 152 deletions(-) diff --git a/The One Ring 2e/translations/de.json b/The One Ring 2e/translations/de.json index 6df4cb0e02..d2d63c646a 100644 --- a/The One Ring 2e/translations/de.json +++ b/The One Ring 2e/translations/de.json @@ -1,107 +1,107 @@ { - "sheet-type-Player-Character": "Player Character", - "sheet-type-LM-Character": "LM Character", - "sheet-type-Adversary": "Adversary", - "attribute-level": "Attribute Level", - "weary-state": "Weary State", - "weary-normal": "Not Weary", - "weary-weary": "Weary", - "endurance": "Endurance", - "current-endurance": "Current Endurance", - "hate": "Hate/Resolve", - "parry-and-shield": "Parry & Shield", - "armour": "Armour", + "sheet-type-Player-Character": "Spielercharakter", + "sheet-type-LM-Character": "SL Charakter", + "sheet-type-Adversary": "Gegenspieler", + "attribute-level": "Attributsstufe", + "weary-state": "Erschöpfungszustand", + "weary-normal": "Normal", + "weary-weary": "Erschöpft", + "endurance": "Ausdauer", + "current-endurance": "Aktuelle Ausdauer", + "hate": "Hass/Entschlossenheit", + "parry-and-shield": "Abwehr & Schild", + "armour": "Rüstung", "helm": "Helm", - "armour-placeholder": "[Armour]", + "armour-placeholder": "[Rüstung]", "helm-placeholder": "[Helm]", - "skills": "Skills", - "personality": "Personality", - "survival": "Survival", - "movement": "Movement", - "custom": "Custom", - "perception": "Perception", - "vocation": "Vocation", - "weapon-skills": "Weapon Skills", + "skills": "Fähigkeiten", + "personality": "Persönlichkeit", + "survival": "Überleben", + "movement": "Bewegung", + "custom": "Gesellschaft", + "perception": "Wahrnehmung", + "vocation": "Beruf", + "weapon-skills": "Waffenfähigkeiten", "weapon-name": "Name", - "weapon-rating": "Rating", - "weapon-damage": "Dmg.", - "weapon-edge": "Edge", - "weapon-injury": "Inj.", - "weapon-called-shot": "Called Shot", - "special-abilities": "Special Abilities", - "hope": "Hope", - "current-hope": "Current Hope", + "weapon-rating": "Wert", + "weapon-damage": "Schad.", + "weapon-edge": "Schärfe", + "weapon-injury": "Verl.", + "weapon-called-shot": "Gez. Angriff", + "special-abilities": "Spezialfähigkeiten", + "hope": "Hoffnung", + "current-hope": "Aktuelle Hoffnung", "character-name": "Name", - "culture": "Culture", - "standard-of-living": "Living Std.", - "cultural-blessing": "Blessing", - "calling": "Calling", - "shadow-weakness": "Weakness", - "specialities": "Specialities", - "distinctive-features": "Dist. Features", - "attributes": "Attributes", - "body": "Body", - "body-description": "A character with a high Body score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Body.", - "favoured": "Favoured", - "heart": "Heart", - "heart-description": "Measures a character’s capacity for emotion, energy and enthusiasm. A hero with a high Heart score can be fiery, intense, and hard to demoralise. Activities that benefit from a passionate or energetic temper may be influenced by a character’s Heart score.", - "wits": "Wits", - "wits-description": "A hero with a high Wits rating can be clever, attentive and strong-willed. A sharp-witted person is a quick thinker, and probably alert and vigilant, so any action that calls upon these qualities benefits from a hero’s Wits score.", - "valour": "Valour", - "valour-description": "Valour is a measure of a character’s courage, as tempered by dangerous deeds. A man of valour is willing to place himself in danger for the safety of others. In a time where new threats arise each day, courage is highly prized, and a valiant adventurer is often esteemed above all other individuals. For this reason, a hero’s rank in Valour also reflects the level of renown he attained as a doer of great deeds.

When a player decides to favour Valour over Wisdom, his hero’s actions, not his judgement, will tend to prove his status in the eyes of others. From the lowliest start as a wandering adventurer, a hero might one day equal the repute and respect earned by a famous champion or king.", - "wisdom": "Wisdom", - "wisdom-description": "A character’s knowledge of his own capabilities, his self- confidence and capacity for good judgement changes and improves with struggles and strife. A characteristic with deeply personal implications, a hero’s rank in Wisdom also determines the stature of the hero in the eyes of those that prize these qualities.

When Wisdom is chosen over Valour when spending Experience points, it suggests that the hero’s adventures are affecting him subtly but profoundly. Starting as a more or less ingenuous individual with an adventurous spirit, the hero can achieve the maturity and sagacity of the Wise.", - "common-skills": "Common Skills", - "skill-groups": "Skill Groups", - "awe": "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", - "weapon-encumbrance-abbreviation": "Enc", - "combat-values": "Combat Values", - "damage": "Damage", + "culture": "Kultur", + "standard-of-living": "Lebensstandard", + "cultural-blessing": "Segen", + "calling": "Berufung", + "shadow-weakness": "Schwäche", + "specialities": "Spezialisierung", + "distinctive-features": "Bes. Eigenschaften", + "attributes": "Atttribute", + "body": "Körper", + "body-description": "Ein Charakter mit einem hohen Wert in Körper kann robust und fit oder großgewachsen und agil oder gar attraktiv oder imposant sein. Jeder Aspekt einer Person, der auf Vitalität oder körperlichem Wohlbefinden beruht, wird im Spiel durch Körper repräsentiert.", + "favoured": "Begünstigt", + "heart": "Seele", + "heart-description": "Seele misst das Ausmaß an Emotionalität, Energie und Enthusiasmus eines Charakters. Eine Person mit einem hohen Seele-Wert kann feurig, stark und schwer zu demoralisieren sein. Alle Aktivitäten, die von einem leidenschaftlichen oder energiegeladenen Temperament profitieren, können vom Seele-Wert eines Charakters beeinflusst werden.", + "wits": "Verstand", + "wits-description": "Ein Charakter mit einem hohen Wert in Verstand kann clever, aufmerksam oder willensstark sein. Eine scharfsinnige Person hat eine rasche Auffassungsgabe und ist wahrscheinlich stets alarmbereit und wachsam, weshalb jede Aktion, die solche Eigenschaften benötigt, vom Wert in Verstand profitiert.", + "valour": "Tapferkeit", + "valour-description": "Heldenmut misst die Tapferkeit eines Charakters, wird durch gefahrvolle Taten gestählt und bedeutet, sich selbst für die Sicherheit anderer in Gefahr zu begeben. Heldenmut wird hoch geschätzt in einer Zeit, in der täglich neue Bedrohungen auftauchen, und so bringt man beherzten Abenteurern häufig mehr Respekt als allen anderen entgegen. Aus diesem Grund reflektiert Heldenmut auch den Ruhm, den ein Charakter sich durch seine Taten erworben hat. Wenn ein Spieler Heldenmut vor Weisheit bevorzugt, so will er sich vor anderen vor allem durch seine Taten und nicht durch sein Urteilsvermögen beweisen. So mag der Ruf eines einfachen, wandernden Abenteurers schließlich dem eines legendären Helden oder Königs gleichkommen.", + "wisdom": "Weisheit", + "wisdom-description": "Das Wissen eines Charakters über seine eigenen Fähigkeiten, sein Selbstvertrauen und sein Urteilsvermögen verändern und verbessern sich durch Anstrengung und Kampf. Während Weisheit also sehr persönliche Auswirkungen auf einen Charakter hat, dient sie gleichzeitig auch als Maßstab in den Augen jener, die auf solche Qualitäten wert legen. Wenn ein Spieler Weisheit vor Heldenmut bevorzugt, so deutet das an, dass die erlebten Abenteuer den Charakter unmerklich aber tiefgreifend verändern. So mag ein anfangs unbedarfter und abenteuerlustiger Charakter im Laufe der Zeit die Reife und Klugheit der wahrhaft Weisen erlangen.", + "common-skills": "Allgemeine Fähigkeiten", + "skill-groups": "Fähigkeitsgruppe", + "awe": "Beeindrucken", + "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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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-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", + "weapon-encumbrance-abbreviation": "Bel.", + "combat-values": "Kampfwerte", + "damage": "Schaden", "ranged": "Ranged", - "parry": "Parry", - "total-parry": "Total Parry", + "parry": "Abwehr", + "total-parry": "Gesamt Abwehr", "shield": "Shield", "shield-placeholder": "[Shield]", "head-gear": "Head Gear", @@ -149,58 +149,58 @@ "mount-size": "Size", "mount-riding-mod": "Riding Mod.", "mount-charge-bonus": "Charge Bonus", - "mount-arm-red": "Arm. Red.", - "mount-qualities": "Qualities", - "rolls-for": "rolls for", - "against-tn": "against TN", - "protection": "Protection", - "injury": "Injury", - "target-number": "Target Number", - "attacks-with": "attacks with", - "attacks-with-a": "attacks with a", - "charges-with": "charges with", - "an-attack": "to attack", - "might": "Might", - "combat-proficiency": "Combat Proficiency", - "fell-ability": "Fell Ability", - "special-damage": "Special Damage", - "general": "General", - "flaws": "Flaws", - "adventure-points": "Advancement
Points", - "skill-points": "Skill Points", - "adventure-points-total": "Advancement
Total", - "skill-points-total": "Skill Total", - "treasure-load-title": "Treasure Load (carried)", - "rating": "Rating", - "tn-strength": "TN", - "tn-heart": "TN", - "tn-wits": "TN", - "strength": "Strength", - "strength-description": "A character with a high Strength score can be tough and fit, or tall and agile, or even attractive or imposing. Every aspect of a character that relies on vigour or physical well-being is represented in the game by Strength.", - "endurance-max": "End. (max.)", - "hope-max": "Hope (max.)", - "load": "Load", - "fatigue": "Fatigue", - "shadow": "Shadow", - "scars": "Scars", - "age": "Age", - "scan": "Scan", - "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-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", - "swords": "Swords", - "bows": "Bows", - "spears": "Spears", - "parsedroll-description": "When enabled the dice rolls will be parsed and calculated, with output displayed in a rolltemplate. This removes the need for roll tables.", - "tableroll-description": "When enabled the dice rolls will be using preconfigured rollable tables according to instructions for The One Ring 1st Edition, with output displayed in a rolltemplate. This removes the needed rollable tables to be preconfigured.", - "axes-description": "The AXES Combat Proficiency allows a Player-hero to use an axe, a great axe, a long-hafted axe, but also a mattock.", - "bows-description": "The BOWS Combat Proficiency enables a Player-hero to make ranged attacks using a bow or a great bow.", - "spears-description": "The SPEARS Combat Proficiency allows a hero to make and close combat attacks using a short spear or a spear, or to fight in close combat using a great spear.", - "swords-description": "The SWORDS Combat Proficiency enables a Player-hero to attack in close combat using short swords, swords, and long swords.", - "other-placeholder": "Other", - "close-fitting-description": "Close Fitting: When you make a parsed PROTECTION roll while wearing a close-­fitting armour or helm you add +2 to the result", - "cunning-make-description": "Cunning make: reduce the Load rating of the item by 2 (to a minimum of 0 Load)", - "reinforced-description": "Reinforced: add 1 to your shield’s Parry bonus." + "mount-arm-red": "Bel.Red.", + "mount-qualities": "Qualitäten", + "rolls-for": "würfelt auf", + "against-tn": "gegen SG", + "protection": "Rüstung", + "injury": "Verletzung", + "target-number": "Schwierigkeitsgrad", + "attacks-with": "attackiert mit", + "attacks-with-a": "attackiert mit", + "charges-with": "reitet mit", + "an-attack": "einen Angriff", + "might": "Kraft", + "combat-proficiency": "Kampffähigkeit", + "fell-ability": "Spezialfähigkeit", + "special-damage": "Zusatzschaden", + "general": "Allgemein", + "flaws": "Schwächen", + "adventure-points": "Abenteuerpunkte", + "skill-points": "Fertigkeitspunkte", + "adventure-points-total": "Fertigkeits
-punkte", + "skill-points-total": "Gesamt Fertigkeitspunkte", + "treasure-load-title": "Gesamtlast (getragen)", + "rating": "Wert", + "tn-strength": "EW", + "tn-heart": "EW", + "tn-wits": "EW", + "strength": "Körperkraft", + "strength-description": "Ein Charakter mit einem hohen Wert in Körper kann robust und fit oder großgewachsen und agil oder gar attraktiv oder imposant sein. Jeder Aspekt einer Person, der auf Vitalität oder körperlichem Wohlbefinden beruht, wird im Spiel durch Körper repräsentiert.", + "endurance-max": "Ausd. (max.)", + "hope-max": "Hoffnung (max.)", + "load": "Last", + "fatigue": "Erschöpfung", + "shadow": "Schatten", + "scars": "Narben", + "age": "Alter", + "scan": "Scannen", + "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-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", + "swords": "Schwerter", + "bows": "Bogen", + "spears": "Speere", + "parsedroll-description": "Wenn diese Option aktiviert ist, werden die Würfelwürfe gesondert berechnet (und z.B. die Gandalfrune berücksichtigt), wobei das Ergebnis in einem eigenen Template angezeigt wird. Dadurch wird das Anlegen von Würfeltabellen überflüssig..", + "tableroll-description": "Wenn diese Option aktiviert ist, verwenden die Würfelwürfe anhand von konfigurierten Würfeltabellen (insb. für die Gandalfrune und Sauron's Auge) ausgewertet und in der Roll20 Standardweise angezeigt.", + "axes-description": "Mit der Kampffertigkeit ÄXTE können Charaktere eine Axt, eine große Axt, eine langstielige Axt, aber auch eine Hacke verwenden.", + "bows-description": "Mit der Kampffertigkeit Bogen können Charaktere Fernkampfangriffe mit einem Bogen oder großen Bogen ausführen.", + "spears-description": "Mit der Kampffertigkeit SPEERE können Charaktere mit einem kurzen Speer oder einem Speer kämpfen oder mit einem großen Speer angreifen.", + "swords-description": "Mit der Kampffertigkeit SCHWERTER können Charaktere im Nahkampf mit Kurzschwertern, Schwertern und Langschwertern angreifen.", + "other-placeholder": "Sonstiges", + "close-fitting-description": "Eng anliegend: Wenn du einen Würfelprobe auf Rüstung machst, während du eine eng anliegende Rüstung oder einen Helm trägst, addierst du +2 zum Ergebnis.", + "cunning-make-description": "Meisterhaft: wer eine meisterhaft Rüstung trägt, kann seine Last um 2 Punkte reduzieren (bis auf ein Minimum von 0).", + "reinforced-description": "Verstärkt: mit einer verstärkten Rüstung wird die Abwehr um eins erhöht." } \ No newline at end of file From bbbd3117747177a1ade6ef98d7d9fef7e73af51a Mon Sep 17 00:00:00 2001 From: wing-it Date: Wed, 19 Jan 2022 14:30:10 -0500 Subject: [PATCH 56/57] New translations translation.json (English) --- The One Ring 2e/translations/en.json | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/The One Ring 2e/translations/en.json b/The One Ring 2e/translations/en.json index 17c585e059..f560669805 100644 --- a/The One Ring 2e/translations/en.json +++ b/The One Ring 2e/translations/en.json @@ -115,15 +115,15 @@ "total-shadow": "Total Shadow", "temporal-shadow": "Temp. Shadow", "permanent-shadow": "Perm. Shadow", - "miserable": "\nMiserable", - "wounded": "\nWounded", - "wound-treated": "\nWound Treated", + "miserable": "Miserable", + "wounded": "Wounded", + "wound-treated": "Wound Treated", "rewards-and-virtues": "Rewards & Virtues", "rewards": "Rewards", "virtues": "Virtues", "progress-and-keepings": "Progress & Holdings", "fellowship-pool": "Fellowship", - "advancement-points": "Advancement Points", + "advancement-points": "Adventure Points", "experience": "Experience", "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", "treasure": "Treasure", @@ -166,9 +166,9 @@ "special-damage": "Special Damage", "general": "General", "flaws": "Flaws", - "adventure-points": "Advancement
Points", + "adventure-points": "Adventure
Points", "skill-points": "Skill Points", - "adventure-points-total": "Advancement
Total", + "adventure-points-total": "Adventure
Total", "skill-points-total": "Skill Total", "treasure-load-title": "Treasure Load (carried)", "rating": "Rating", From 879e4e93132d47d07e490f564bfe04c938554e45 Mon Sep 17 00:00:00 2001 From: wing-it Date: Wed, 19 Jan 2022 17:27:38 -0500 Subject: [PATCH 57/57] New translations translation.json (German) --- The One Ring 2e/translations/de.json | 94 ++++++++++++++-------------- 1 file changed, 47 insertions(+), 47 deletions(-) diff --git a/The One Ring 2e/translations/de.json b/The One Ring 2e/translations/de.json index d2d63c646a..6e29168d6c 100644 --- a/The One Ring 2e/translations/de.json +++ b/The One Ring 2e/translations/de.json @@ -99,56 +99,56 @@ "weapon-encumbrance-abbreviation": "Bel.", "combat-values": "Kampfwerte", "damage": "Schaden", - "ranged": "Ranged", + "ranged": "Fernkampf", "parry": "Abwehr", "total-parry": "Gesamt Abwehr", - "shield": "Shield", - "shield-placeholder": "[Shield]", - "head-gear": "Head Gear", - "gear": "Gear", - "description": "Description", - "encumbrance-abbreviation": "Enc", - "character-states": "Character States", - "total-fatigue": "Total Fatigue", - "encumbrance-fatigue": "Enc. Fatigue", - "travel-fatigue": "Travel Fatigue", - "total-shadow": "Total Shadow", - "temporal-shadow": "Temp. Shadow", - "permanent-shadow": "Perm. Shadow", - "miserable": "\nMiserable", - "wounded": "\nWounded", - "wound-treated": "\nWound Treated", - "rewards-and-virtues": "Rewards & Virtues", - "rewards": "Rewards", - "virtues": "Virtues", - "progress-and-keepings": "Progress & Holdings", - "fellowship-pool": "Fellowship", - "advancement-points": "Advancement Points", - "experience": "Experience", - "experience-description": "Experience is a measure of a character’s having been affected by or gained knowledge or skill through direct observation or participation over a period of time.", - "treasure": "Treasure", - "treasure-rating": "Treasure
Rating", - "standing": "Standing", - "background": "Background", - "notes": "Notes", - "company": "Company", - "guide": "Guide", - "scout": "Scout", - "huntsman": "Huntsman", - "look-out_man": "Look-out Man", - "fellowship-focus": "Fellowship Focus", - "fellowship-phase": "Fellowship Phase", - "sanctuaries": "Sanctuaries", - "patron": "Patron", - "tale-of-years": "Tale of Years", - "year": "Year", - "event-description": "Event Description", - "mount": "Mount", + "shield": "Schild", + "shield-placeholder": "[Schild]", + "head-gear": "Helm", + "gear": "Ausrüstung", + "description": "Beschreibung", + "encumbrance-abbreviation": "Bel.", + "character-states": "Charakterzustand", + "total-fatigue": "Erschöpfung ges.", + "encumbrance-fatigue": "von Belastung", + "travel-fatigue": "von Reise", + "total-shadow": "Schatten ges.", + "temporal-shadow": "temp. Schatten", + "permanent-shadow": "perm. Schatten", + "miserable": "\nVerzweifelt", + "wounded": "\nVerwundet", + "wound-treated": "\nWunde behandelt", + "rewards-and-virtues": "Belohnungen & Vorteile", + "rewards": "Belohnungen", + "virtues": "Vorteile", + "progress-and-keepings": "Fortschritt & Aufzeichnungen", + "fellowship-pool": "Gemeinschaft", + "advancement-points": "Abenteuerpunkte", + "experience": "Erfahrungspunkte", + "experience-description": "Erfahrungspunkte bewerten die Weiterentwicklung eines Charakters, z.B. hinsichtlich Fertigkeiten und Wissen durch Beobachtung oder durch Praxis.", + "treasure": "Schatz", + "treasure-rating": "Schatz
Punkte", + "standing": "Ansehen", + "background": "Hintergrund", + "notes": "Notizen", + "company": "Gemeinschaft", + "guide": "Anführer", + "scout": "Kundschafter", + "huntsman": "Jäger", + "look-out_man": "Späher", + "fellowship-focus": "Fokusgefährte", + "fellowship-phase": "Gefährtenphase", + "sanctuaries": "Zuflucht", + "patron": "Gönner", + "tale-of-years": "Geschichtsverlauf", + "year": "Jahr", + "event-description": "Ereignisse", + "mount": "Reittier", "mount-name": "Name", - "mount-type": "Type", - "mount-size": "Size", - "mount-riding-mod": "Riding Mod.", - "mount-charge-bonus": "Charge Bonus", + "mount-type": "Typ", + "mount-size": "Größe", + "mount-riding-mod": "Reit-Mod.", + "mount-charge-bonus": "Schaden", "mount-arm-red": "Bel.Red.", "mount-qualities": "Qualitäten", "rolls-for": "würfelt auf",